Video games are expensive. They’re expensive to develop, to publish, and to manufacture. Your average title, regardless of which gaming system you use,
will usually run you anywhere from sixty to eighty dollars or more (in Canada). They’re sometimes cheaper if you shop digitally, instead of trucking to the
store to buy a physical disc copy, but it takes patience and a discerning eye to watch out for these infrequent deals. So, naturally, since they can often
only afford a few games per year, many gamers are very careful to make sure they’re going to get full value for their gaming dollar.
So the question then is: how do you judge value in a game? It’s easy to associate
hundreds of hours of playtime with significant dollar value (and
even if your game offers “only” sixty hours’ worth of play time, you’re at least breaking even). This has led to an industry trend of developers
artificially padding out their games with time-consuming filler content so that they satisfy this “gameplay hours = dollar value” formula, which is leaving
little room for smaller, more compact, and more focused games to compete. An indie developer with a staff of just twelve people may have an excellent game
to offer, but they can’t hope to sell more copies than
Fallout
– so they are being forced to carve out their own niche, catering to a smaller market with shorter, cheaper games. Good thing, too, because allowing these
games to exist in their own category means that the occasional special title will shine out, and generate even more buzz than the big dogs.
Case in point:
Firewatch, by San Francisco indie dream-team developer Campo Santo, which is available on PS4 and PC for $20, and which has demanded
tons of media attention since its announcement last spring. I say “dream team” because the staff at Campo Santo boast impressive resumes, having worked on
critically-acclaimed titles like
The Walking Dead,
Bioshock II,
Ori & The Blind Forest, and
Mark of the Ninja (not to mention those with experience outside the realm of gaming, like
Rich Sommer of
Mad Men fame, and revered illustrator Olly
Moss, whose custom poster designs have been a staple in the film world for nearly a decade). This gathering of talent is a large part of why
Firewatch has been on everyone’s radar, but the primary reason it caught my attention was its setup: it’s 1989 and you play as Henry, a volunteer
lookout in Shoshone National Forest in Wyoming, who escapes his troubled past by retreating to these bucolic surroundings, only to find himself caught up
in a strange mystery once he ventures into the woods. His – that is to say, your – only connection to humankind is through his handheld radio, which
transmits the voice of his boss, Delilah. As Henry, you face strange and emotional questions, and make interpersonal choices that can deeply affect your
only meaningful relationship, which only exists at the other end of your radio.