When wildfire engulfed much of Los Angeles earlier this year, artist and game designer Alice Bucknell found themselves stuck inside, replaying “Firewatch,” a quiet game about exploring the wilderness in anticipation of an impending wildfire. It helped them process emotions that felt too overwhelming in real life. “Firewatch,” and other games like it that focus on exploration rather than fighting or competing, are known as walking simulators. Throughout their career, Alice has used this approach to craft exploratory games that invite players to stretch their imagination and emotional capacity.
In this episode, Morgan talks with Alice about how walking simulators and other virtual worlds can reframe our understanding of failure, climate grief, and our connection to one another. From simulating life as a moth to wandering through abandoned metaverses like Second Life, they explore how digital spaces can become sites of mourning, reflection, and hope.
Guests:
Alice Bucknell, artist, writer, and game designer
Further reading/listening:
The video game that makes the climate apocalypse look good — Erin X. Wong, High Country News
Second Life’s loyal users embrace its decaying software and no-fun imperfections — Alice Bucknell, Document Journal
Playing with Feelings: Video Games and Affect — Aubrey Anable, University of Minnesota Press
Read the transcript here
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Credits:
This episode was reported and hosted by Morgan Sung and produced by Francesca Fenzi. Our team includes producer Maya Cueva, editor Chris Hambrick and senior editor Chris Egusa. Jen Chien is KQED’s Director of Podcasts, and also helps edit the show. Original music, including our theme song, by Chris Egusa. Additional music from APM. Audio engineering by Brendan Willard. Audience engagement support from Maha Sanad. Katie Sprenger is our Podcast Operations Manager. Ethan Toven-Lindsey is our Editor in Chief.
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