This article discusses walking simulators and self-playing games in the context of the spiritual practice of death meditations. It explores states of mind that walking simulators may have the ability to provoke and how these can be furthered through automation. Although the focus is on potential benefits of a niche approach to game design, the article also discusses ways that this form of...
In this essay, the author details their own original experiments with using the qualities of psychedelic experiences, specifically those brought on by the atypical psychedelic, salvia divinorum, to inform game design. It discusses the brief history of games designed with varying levels of influence from psychedelic drugs and culture. It details the benefits of this approach, such as the...