Firewatch: Mini Thoughts

Written & Produced by Devin M. Gabriel (Sage)

Firewatch is an intimate contemplative game that discusses the idea of isolation through grief and the stories people tell themselves to survive the mentally ruin within the limbo state. It leans heavily into the structure of a narrative walking simulator with barebones gameplay mechanics that exist solely to navigate areas. Because of this, the game places all responsibility for it to work on the narrative design to carry the player through Henry’s fire person experience for the next two to three hours.

 

For me, it was three hours I spent isolated in this Wyoming wilderness with Henry, his walkie-talkie and our other main character Deliah who spoke to us on the other end of the walkie-talkie. Delilah our teammate who serves as needed human connection and presence that seems always just out of reach. I found that distance intriguing as it reinforced some aspects of the emotional and physical isolation of Henry’s current state.Henry’s reason for taking the job is relatable, I understand how he arrived at his choice but I disagree with it. I instantly knew how I would handle his situation if I placed his shoes. So watching Henry wrestle internally with his circumstances was a fun what if scenario to play out.

 

What I deeply loved about this game is how the narrative pulls you in with clear tragedy. Then slowly pulls you deeper with Delilah and her evolving banter between the two. Their conversations feel effortless, natural, playful and even awkward at times. Then as the game progresses you can see restraints and layers be added and removed due to the strange events that provided much needed tension. This will cause the player to question what the game is building towards and subvert most people’s expectations in favor of a far more grounded and realistic ending.

Iteration Wishlist

  • None

Dev Lessons

  • A script quality is important but authentic dialogue VO can elevate the experience.

  • Emotional restraint can be more impactful than dramatic payoff.

  • Tell the story you want in the way you want even if it subverts expectations.

    • Universal narrative satisfaction is not possible so make what you love.

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Guardians Of the Galaxy: Mini Thoughts

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Despelote: Compact Thoughts