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Article

The Art of the Environment in Interactive Walking Simulation Narratives: How GenAI Might Change the “Game”

Humanities and Social Sciences, New Jersey Institute of Technology, Newark, NJ 07102, USA
Humanities 2026, 15(1), 13; https://doi.org/10.3390/h15010013
Submission received: 30 September 2025 / Revised: 12 December 2025 / Accepted: 8 January 2026 / Published: 13 January 2026
(This article belongs to the Special Issue Electronic Literature and Game Narratives)

Abstract

This article critically examines the growing interest in what most contemporary scholars consider still a new and underdeveloped mode of environmental storytelling in video games. Different models of games that provide strong narrative techniques within highly detailed, environmentally sophisticated land/soundscapes have been released over the last decade by well-known studios like Fullbright Productions, Giant Sparrow and Campo Santo. This new perspective will draw several critical questions formed from prior research in several foundational articles, the area of game studies and several journals directed at the question of how game spaces function as narrative devices. For example, an early 2016 article by John Barber for the Cogent Arts and Humanities, “Digital storytelling: New opportunities for humanities scholarship and pedagogy” was one of the first essays to explore how Fullbright’s well-known game Gone Home utilizes spatial design, object placement, and ambient details to convey stories without explicit narration. Gone Home, according to Barber and many others, continues to emphasize environmental storytelling as a form of semiotic communication—one where the “text” is the game world itself, inviting players to read and interpret more complex layers of literary meaning. Contemporary scholars have built on these more foundational studies to consider how AI and procedural generation further complicate narrative agency and structure in digital spaces, enabling the current study to consider what could be considered a distinctly post-AI theoretical perspective based upon these primary determinants: (a) how game environments may dynamically adapt narratives in response to player interaction and algorithmic input, and (b) the evolving notion of narrative agency in digital spaces where human and machine contributions intertwine in AI systems. The two chief aims of this proposal are thus to reconsider traditional environmental storytelling within new innovative, post-GenAI narrative frameworks and, looking at contemporary insights from leading examples in the field, deepen current academic understandings of narrative spaces in games from new narratological perspectives. Studies in this area seem uniquely valuable, given the rapid development of GenAI tools in creative content production and what appears to be a new epoch in narrative engagement in all interactive media.

1. Introduction

The term “environmental narrative” is often misunderstood, perhaps even disregarded by contemporary literary theorists without an explicit critical interest in questions concerning how the narrative’s environment and broader ecosystem contribute to the work’s overall structural coherence as a work of fiction. Even Joyce’s Dubliners (1920) tends to provoke stronger literary focuses on the characters and their interactions as the primary basis for understanding of the collection’s title (after all, every major character is a “Dubliner”) without much explicit mention of the powerful role the city plays as a key character itself. Taking this path eventually allows the reader to see how the city helps generate, often even initiates, many of the key conversations and modes of character development Joyce presents in his collection. Bluntly summarized, primary features in most present-day critical readings of fiction and narrative still de-emphasize the mechanics of environmental factors in how events and characters evolve, focusing instead on the individual decisions and attributes that drive the story’s key themes. After all, understanding how the protagonist develops specific insights into his or her situation typically provides the foundation for key events and plot elements in much modern fiction. At the same time, due primarily to their linear structure, traditional first-person narratives in print remain restricted in their capacity to include broader narrative environments as equally important factors in these same insights.
Thomas Hardy’s Wessex novels offer an instructive precedent. Hardy’s semi-fictional county—based on southwestern England but reimagined across works from Far from the Madding Crowd (1874) to Jude the Obscure (1895)—functions as what Ralph Pite calls an “imaginative geography”: a “[p]artly real, partly dream-country” that serves as both setting and rhetorical device (Pite 2002). Across the novels, readers accumulate knowledge of Wessex’s social economy—its rural traditions under pressure from industrialization, its class structures and moral codes—and the constraints these forces impose on characters like Tess and Jude. This accumulated environmental knowledge is crucial: it provides readers with the contextual framework necessary to evaluate characters’ decisions and anticipate consequences even when a particular scene does not explicitly rehearse them. When Tess makes a fateful choice, the reader who understands Wessex’s rigid social hierarchies and limited opportunities for women can judge whether her action was inevitable, reckless, or quietly subversive. The environment thus creates what we might call interpretive latitude—the gap between what the text states and what the reader can infer, project, or debate. Far from being passive observers, readers armed with environmental knowledge become active participants in the narrative, “inserting their own voices” into the conflicts by mentally testing alternatives, questioning motives, and weighing the plausibility of different outcomes against the world the author has constructed.
Digital walking simulators, also known as “Slow Walk Throughs,” extend the narrative framework for building environments in storytelling, taking the concept used over a century ago by authors like Hardy and bringing it into new digital modes of storytelling. The main differences between contemporary walking simulators and print-based fictional settings may, in fact, stem more from the interactive technologies available today rather than any fundamental focus on environmental factors and themes in storytelling. In essence, while these technologies continue to develop, their ongoing cultural significance primarily derives from traditional studies of “place” or location in modern novels. Although walking simulators are regarded by game critics as a relatively new genre, they also attract interest from literary theorists because of their attempt to merge game-based interactivity with traditional fiction elements—such as first-person narrators navigating various plot points—while facing increasing levels of pressure, problem-solving, and suspense within either a single environment or several interconnected settings. Another similarity to modern print fiction lies in how character development and narrative pacing heavily depend on spatial design and object placement within each work. Therefore, it is accurate to observe that this genre emphasizes the crucial role of the environment in a work of literature, especially when engaging with the story strategically, solving various situation-based mysteries, while fostering strong character interaction and complex plot development.

2. Literary Background Analysis Through Semiotic Readings of Different Models

For literary theorists, these functions are still best understood as different forms of semiotic devices, where a simple object appearing in a first- or even second-person narrative serves primarily as a literary sign designed to interact within a specific fictional space to develop plot lines and modes of character growth. Rarely, as digital fiction tools continue to evolve, do we see these semiotic elements provide the levels of complexity in metaphorical references or multiple meanings we have grown accustomed to as readers of literary fiction over the past four centuries. However, when the practice of designing and building more nuanced narratological environments in games continues to grow and change due to the increasingly complex use of multimodal technologies and interface design (uX), it is possible to see, even now, new levels of semiotic complexity emerging, incorporating intricate arrays of interpretation, demanding more effort to build better models of critical assessment. In fact, as this review of two well-known and respected game-based narratives, Gone Home (2013) and Firewatch (2016), aims to show, objects and their emergence in the story via the reader/player’s discovery of them do not serve narratological purposes solely; they also build up important and innovative aesthetic layers in the storyline by actively engaging players in crucial environment-based issues.
Over the last decade, a growing number of studios, including Fullbright Productions, Giant Sparrow, and Campo Santo, have released games that incorporate strong narrative techniques within highly detailed, sophisticated environments and soundscapes. This broader perspective looks to expand on several critical questions concerning the literary strength of how game spaces and settings trigger new narrative devices. John Barber’s early 2016 article on digital fiction, “Digital storytelling: New opportunities for humanities scholarship and pedagogy” (Barber 2016, V3.1) was one of the first essays to explore how Fullbright’s early entry into the emerging genre, Gone Home (2013). Barber’s work introduces how the digitization of fiction prompts entirely new modes of reading due to its use of “interactivity, nonlinearity, flexible outcomes, user participation, even co-creation … [which] may be disruptive to traditional humanities accustomed to working alone, with physical objects, and following theoretical guidelines” (Barber 2016, p. 2). Additionally, the works themselves seem primed to explore new spatial designs, object placement, and often more subtle ambient details, including sound, to convey stories without explicit narration. Interactive Fiction (IF), according to Barber and many others, continues to emphasize environmental storytelling as a form of semiotic communication—one in which the “text” plays its own role in the game world, inviting players to read and interpret more complex layers of literary meaning. As Barber notes, “The overlay of computer-based media onto storytelling has prompted a range of new approaches … [including] new storytelling experiences that include participation by listeners, even co-creation of stories” (Barber 2016, p. 3).

Player Agency and the Use of “Co-Creation”

In addition to increasing levels of player agency or “co-creation,” both Gone Home and Firewatch exemplify how crucial the story’s overall game environment is to many different narratological structures, including the flow of action, and vital contextual relationships between each player/reader-directed character and the various objects this character will encounter. Barber also sees the growing significance of story environments to the point that it clearly echoes how oral cultures likely practiced the art of storytelling as an environmental, location-based display of different cultural histories. Linking Interactive Fiction or IF to locative storytelling practices, Barber notes, “Both locative and IF works can heighten the sense of immersion and encourage exploratory interaction with a realistic narrative context…[allowing readers] to create and share nuanced, multilayered narratives about research results, knowledge production, and learning experiences” (Barber 2016, p. 3) Clearly, for Barber, IF’s potential to advance learning outweighs what other critics dismiss as a decline in literacy when using digital media, allowing readers as players to miss the nuance of syntax in a written work, and subsequently losing many important structural components for creating meaning. In Barber’s view, however, the overlaying of different media forms, whether written, visual or audio-based, better promotes student research and learning through their focus on critical thinking, evaluation of sources, an environment-based selection of content and the decision of when and how best to use appropriate technologies/media.

3. Playing as an Ecological Approach to Storytelling

One of the most significant elements in “playable” stories is the network of contextual, overlapping relationships that begin to evolve between the characters and the landscapes they explore. This feature provides a strong foundation for emergent narratives, revealing an evolving understanding of environmental situations, as they become more complex, while adding layers of meaning in much the same way print authors traditionally sought to achieve intricacy via character interactions and often experimenting with narrative voice. In some ways, just as first-person voiced narratives purposefully show narrowed, more personal views of events and character engagement without fully revealing the broader contexts in which these events took place, game-based narratives based on first-person, often POV, perspectives challenge the reader-as-player in a very similar manner to discover the work’s overarching environment and how it affects, and possibly helps create the evolving story.
Simulators like Gone Home and Firewatch show similar indications of what we might call situational engagement in modernist fiction, but they become much more flexible and detailed because of the prevalence of stronger, more nuanced storytelling in digital game-based fiction. Let us even imagine for a moment that if Hardy, as an environmentally sophisticated writer, were working in the present day and likewise committed to composing new additions to location-based fiction, the concept of games as stories might seem especially appealing. Gone Home and Firewatch both provide exemplary instances of innovative, even controversial, experiments in narrative flow using narrow POVs to strengthen tactical investigations of the authoritative role environments play.
To understand how Gone Home and Firewatch extend narrative traditions of modernist fictional landscapes within digital media environments, we must examine not merely how simulators use environments narratively, but in what way their environmental designs create the same interpretive latitude that Hardy’s Wessex novels, for example, achieve. In Hardy, this latitude emerges when readers accumulate knowledge of a world’s social economy, moral codes, and material constraints—knowledge that allows them to evaluate characters’ choices even when a scene does not explicitly rehearse these factors. Both Gone Home and Firewatch construct analogous systems of accumulated environmental knowledge, but they do so through spatial exploration rather than sequential reading, fundamentally altering the temporality and agency of interpretation.

Firewatch and the Ecology of Regret

Looking first at Firewatch’s narrative structure and what we might call its distinct environmental sensibilities, we should review the work’s opening “scenes,” noting the conventional, historically older “choose your own story structure” structure in which our protagonist, Henry, meets Julia at a bar in Colorado. The structure seems cleverly aligned with the narrative timeline, inviting the reader to click through both linear and branching choices to fine-tune the narrative overview of various typical questions and antagonisms that young adults encounter as they try to build a relationship together.
Firewatch’s text-based prologue establishes not merely Henry’s backstory but the environmental logic that will govern interpretation throughout the game. The early choices—whether to adopt “Bucket” the Beagle or “Mayhem” the Shepherd, whether to prioritize Julia’s career or Henry’s comfort, whether to delay having children—function precisely as Hardy’s early Wessex novels function for readers approaching Tess or Jude: they accumulate a sense of what kind of world this is and what constraints it imposes on its inhabitants.
As the game moves into the 1980s, the once-simple links now feel fragile against what we sense is a looming crisis. A year into their engagement, new choices regarding Julia’s health emerge that help explain the simulation that will continue the story in the present day. Each text choice we make branches outwards while increasing our understanding of Henry’s contemporary motivations for trekking through the forest and taking on a new role as a Firewatcher. With simulation POV games, we are capable of showing how one modality—the visual hike in the present timeline—bears a unique relationship to both Henry’s past and the player’s history with text games: each step through whispering pines, and the minor key soundtrack seems consistently infused with memory, regret, and longing. The interplay between these timelines is not merely a storytelling device but instead offers a powerful thematic statement. By nesting emotional decisions within a tactile wilderness, Firewatch insists throughout the story that environment and narrative are co-constitutive. The landscape is not merely the backdrop but a functioning participant: its winds and birdsong tether us to memory, its shifting light from high afternoon sunshine to shadowy, often red evenings and harsh, dark, forest-filled nights mirrors the instability of virtually all human experiences in new environments and ecosystems. Finally, the changes in modality may represent the bonds that hold travelers to the routes they have chosen to pursue.
As expected, Firewatch’s shift to a slow walk-through complicates the story’s linear narrative progression, both in terms of the storyline and the capacity to move through clear pathways in a visual environment. As visual exploration through a virtual landscape, the branches become part of the story, not just procedural choices. As the number of narrative paths increases and the reader is given more visual opportunities to begin to play, interact, and understand the ecosystem we see through Henry’s POV, we start to identify with the protagonist himself. Accordingly, the game layers new insights into Henry and Julia’s background while simultaneously immersing the player and Henry in a fully rendered Wyoming forest in real time. The environmental design—wind and birdsong woven into the soundscape, trails that invite wandering—reminds the player that the story here is inseparable from place. Even the backstory’s binary choices begin to carry greater symbolic weight by challenging the player to shape Henry’s current trek by influencing their past life together. Julia wants a dog, and we must choose between “Bucket” the Beagle or “Mayhem” the Shepherd. Again, these do not seem arbitrary; they subtly mark the narrative’s direction and emotional texture. Choosing the Beagle brings us to 1979, when the question of children arises. Henry’s choice to delay starting a family — “One day it will happen” — sets a tone of deferred possibility, foreshadowing the emotional fissures that emerge and grow as time advances, while giving the player a bit more sense of the lack of depth with which Henry considers both his own development and his relationship with Julie.
This merging of environmental immersion and branching narratives shows us how Firewatch does not merely depict nature but instead uses it as part of the environmental structure and storytelling logic, binding emotional experience to ecological space.
When Henry arrives in the Shoshone National Forest, the environment assumes its full narrative weight. Consider the game’s treatment of fire lookout towers: these structures appear throughout the Wyoming wilderness, and the player gradually learns their purpose, their isolation, and their lines of sight. This is not decorative scenery. When Henry later discovers evidence suggesting he is being watched, the player who has internalized the geography of lookout towers can assess the plausibility of surveillance, mentally map sightlines, and judge whether Henry’s paranoia is warranted or excessive. The environment has provided the interpretive framework.
More critically, Firewatch builds what Hardy might recognize as an “imaginative geography” of emotional resonance. The forest’s shifting palette—golden afternoon light giving way to the amber-red of fire season, then to smoke-choked twilight—parallels the deterioration of Henry’s mental state. But this parallel operates through accumulated environmental knowledge, not through explicit narration. A player who has wandered the forest’s trails during its sunlit opening hours carries that sensory memory into the later sections; the contrast registers because the environment has been internalized. When Henry makes choices under pressure—whether to lie to Delilah, to pursue conspiracy theories, or to confront his grief—the player evaluates these choices against an environmental baseline that the game has carefully constructed.
This is Hardy’s technique digitized: the accumulated sense of place creates interpretive latitude. Just as readers of Hardy’s Wessex novels can judge Tess’s decisions against their understanding of rural class structures and agricultural labor patterns, players of Firewatch judge Henry’s decisions against their embodied knowledge of the forest’s isolation, its communication limitations (the two-way radio’s range and reliability), and its physical demands. The environment does not determine interpretation, but it provides the material from which interpretation is constructed.
Important critical work like Alenda Chang’s (2019) Playing Nature: Ecology in Video Games helps situate Firewatch and our second walking simulator example, Gone Home, showing how both works demonstrate, not just representations of nature, but forms of environmental mediation that model ecological interdependence and reshape how players think about place, agency, and responsibility. In her words, “we need to find more language for more forms of environmental mediation” (Chang 2019, p. 144). Chang’s argument in some ways recalls Janet Murray’s very early proposal that one of the unique properties of digital environments is, in fact, their spatiality: unlike traditional media, interactive spaces allow us to roam and make events happen to us directly, endowing navigation itself with dramatic qualities (Murray 1997, p. 129). The landscape in Firewatch functions precisely in this way, guiding the player to “discover” its history and its affective charge, much like an archeologist piecing together fragments of a coherent world. Such navigation becomes more than mechanical—it is an interpretive act that links the player’s movement to the emergence of narrative meaning.
To better understand Janet Murray’s insights into spatiality in digital fiction, we should note her distinction between two primary navigational structures in most digital environments: namely, the maze and the rhizome. The maze is solvable, guiding the player toward a single outcome, much like Theseus threading his way through Daedalus’s labyrinth to slay the Minotaur. In contrast, the rhizome is unsolvable: it lacks clear beginnings or ends, allowing multiple, non-hierarchical points of entry and exit. As Murray observes, wandering in a rhizome enacts “a story of wandering, of being enticed in conflicting directions, of remaining always open to surprise” (Murray 1997, p. 133). While the rhizome resists closure, it nevertheless creates a distinctive form of narrative engagement—one rooted in drift, repetition, and discovery rather than resolution.
Unlike Firewatch’s wilderness, Gone Home situates the player in a domestic interior, where branching exploration reveals another kind of background story: the private histories of a family in the 1990s, almost a decade before the story was written and designed. Plot-wise, we begin immediately in the POV lens of a senior university student returning to the family home in Seattle after her third year abroad at a different institution. She has literally “Gone Home,” or so she thinks. During her tenure in Europe, the family sent her an open letter, as would be expected in the 1990s, informing her that the original house the protagonist lived in was sold, and a new domestic space she had never lived in awaits her return. Here again, the environment itself—the creak of the floorboards, the clutter of objects—quite literally operates as the archive of narrative. Where Firewatch fuses environment and emotion through ecological immersion, Gone Home, by contrast, binds its story to memory and intimacy, utilizing space as a mnemonic device. Not only must the protagonist of Gone Home find her way around an entirely new family home, but she must somehow discover why the doors are locked, the lights are off, and no family member is present, discovering in play numerous inconsistencies within the family environment she left, beginning with the mysterious disappearance of her younger sister.
Janet Murray’s foundational idea, developed in Hamlet on the Holodeck (Murray 1997), is that one of the unique features of digital environments is their spatiality: unlike traditional media, interactive spaces enable us to explore freely and directly influence what happens to us, giving navigation itself dramatic significance (Murray 1997, p. 129). Murray’s contrast between non-linear stories, using the solvable maze and the tangled rhizome, is particularly relevant: Firewatch incorporates elements of both. Sometimes, its trails feel like a labyrinth—unidirectional, guiding the player along a linear, emotionally charged path; at other times, they suggest the rhizomic, promoting wandering, uncertainty, and the potential for multiple narrative outcomes.
For Murray, Gone Home exemplifies a more purely rhizomatic logic. Unlike Firewatch, where trails guide the player along paths that alternately narrow or open into vistas, Gone Home situates its player in a large, rambling house without clear direction. There is no “single solution” or primary goal in the conventional sense. Instead, the player wanders through interconnected rooms, hallways, and secret passageways, encountering fragments of the family’s story in no predetermined order. One may begin in the attic, the basement, or the study, and each sequence offers different resonances, leading to recursive revisiting of spaces as new details cast old objects in a fresh light. This is precisely what Murray suggests when she notes that in rhizomatic structures, one “cannot mark a node as complete,” but instead finds oneself retracing, looping, and reinterpreting.
Applied to Gone Home, Murray’s rhizome clarifies how environmental design produces a narrative of intimate discovery: the sense that the story has no strict boundary but unfolds as a network of personal artifacts and memories. The house is less a puzzle to be solved than an ecology of memory to be inhabited, echoing Murray’s claim that rhizomatic wandering, though solution-less, is “oddly reassuring” in its refusal of loss or finality.
Murray expands her analysis in a subsequent paper prepared for a conference, titled “Research into Interactive Digital Narrative: A Kaleidoscopic View” (Murray 2018). The “kaleidoscope” here becomes another creative lens through which we can understand Gone Home and its use of environmental clues and nonlinear discovery as a primary methodology. Kaleidoscopic views emphasize the creative, patterned exploration of distinct environments in storytelling, examining the use of ambient sound alongside critical visual cues to enhance player agency. While the games may not develop character depth as traditional prose fiction does, the effective use of environment, as a world-building tool, can adapt to, or even foster, dynamic interactions with the reader as a player. We can clearly see an evolution of new storytelling techniques that combine player agency with technological innovation, ultimately shaping how environmental storytelling is understood in both academic and creative arenas.
Tracing Murray’s insights into rhizomatic exploration and environmental storytelling is how emerging forms of generative artificial intelligence may reshape this creative landscape. If Murray’s kaleidoscopic model highlights the richness of non-linear discovery in titles such as Gone Home, we must now ask how generative systems might extend or complicate such structures. Advances in large language models and multimodal transformers suggest that interactive fiction will increasingly operate not from a fixed set of authored fragments but from dynamically produced narrative outcomes that respond to player choices in real time. This shift potentially moves environmental storytelling from being curated and pre-set to being open-ended, adaptive, and even personalized.
The role of the narrative world becomes crucial here. From early interactive works like Oregon Trail (1971), which built a functional storyworld through player survival decisions, to the emergent spatial narratives of Gone Home, interactive fiction has always relied on the integrity of its environments as the anchor for storytelling. GenAI tools promise to intensify this reliance by generating not only dialogue and description but also evolving environments and situational contexts. Imagine a game house like Gone Home that does not simply conceal a finite set of notes but endlessly reconfigures its artifacts, rearranging histories, or adapting its emotional tone in response to player behavior.
Such developments seem to mark a profound step beyond branching design, aligning more closely with Murray’s rhizomatic wandering, where outcomes cannot be neatly mapped but emerge from the entangled relations of data, algorithm, and user movement. The narrative world here is no longer just a stable stage for discovery but an active, generative system, capable of producing situational complexity at scale. In this light, generative AI offers both the promise and the challenge of sustaining coherent storyworlds while embracing kaleidoscopic variation as their defining mode.
Henry Jenkins (2004), writing some years after Murray, clarifies this insight into design poetics. In his influential essay “Game Design as Narrative Architecture”, Jenkins argues that we should see game designers “less as storytellers than as narrative architects.” The phrase is precise: “Game designers don’t simply tell stories; they design worlds and sculpt spaces.” While Murray highlights the experiential affordances of digital environments—immersion, agency, and the participatory and encyclopedic qualities of interactive media—Jenkins focuses on the compositional logic by which spatial design creates narrative meaning.
Jenkins’s taxonomy of narrative spaces proves particularly useful for understanding how Gone Home and Firewatch extend the environmental elements we can see in writers like Hardy or the naturalism we associate with Theodor Dreiser. Jenkins identifies four modes by which game spaces generate narrative: evocative spaces, which draw on pre-existing narrative associations and cultural memory; enacted narratives, in which story is structured around the character’s movement through space; embedded narratives, in which “the game space becomes a memory palace whose contents must be deciphered as the player tries to reconstruct the plot”; and emergent narratives, in which spaces are designed to be rich with narrative potential, enabling player story-construction rather than prescribing it.
The concept of embedded narrative is especially pertinent. Jenkins borrows the “memory palace” metaphor from classical rhetoric, where orators would mentally place the elements of a speech in the rooms of an imagined building, then “walk through” the space to retrieve them in sequence. In embedded environmental storytelling, this logic is literalized and inverted: the designer places narrative elements throughout an actual (virtual) space, and the player walks through it to retrieve them—but in no predetermined sequence. The narrative is not told but discovered, not delivered but reconstructed from spatial evidence. As Jenkins puts it, environmental storytelling is “the art of arranging a careful selection of the objects available in a game world so that they suggest a story to the player who discovers them.”
This framework illuminates both the continuity and the difference between Hardy’s environmental narrative and what we can see as its digital descendants. Both Hardy and Dreiser’s naturalist approach to writing features designed worlds with sculpted spaces whose geography, social economy, and material culture constrain and enable the stories that can unfold within them. Readers of naturalism in print accumulate knowledge of this space across novels, and that accumulated knowledge is what creates interpretive latitude—the capacity to judge characters’ actions against an internalized environmental logic. But Hardy’s readers encounter Wessex sequentially, through prose; the spatial dimensions of the world must be mentally constructed from textual description. Walking simulators literalize this spatiality. In Gone Home, the player does not read about the Greenbriar house; she navigates it, opens its drawers, handles its objects. The embedded narrative is not described but enacted through embodied (if virtual) exploration.
This same taxonomy also clarifies the distinct narrative strategies of Firewatch and Gone Home. Gone Home is an almost pure instance of embedded narrative: the house functions as a memory palace, its objects as clues to be deciphered, the family’s history as a plot to be reconstructed through spatial archeology. The player’s interpretive work consists of assembling fragments into coherence—recognizing that a concert ticket stub, a journal entry, and a cassette tape all belong to the same narrative thread, and that this thread illuminates another. Firewatch, by contrast, combines embedded and enacted modes. The Wyoming forest contains embedded environmental details—the evidence of previous lookout occupants, the traces of the missing researchers—but the narrative is also structured around Henry’s enacted movement through the space, his daily treks that gradually expand the accessible territory while contracting his psychological stability. The landscape in Firewatch functions precisely as Murray and Jenkins together suggest guiding the player to “discover” its history and affective charge, much like an archeologist piecing together fragments of a coherent world. Such navigation becomes more than mechanical—it is an interpretive act that links the player’s movement to the emergence of narrative meaning.
Whether traversing the linear trails of Firewatch’s Wyoming forests or confronting the tangles of uncertainty in one’s own family history in games like Gone Home, navigation becomes both a condition of storytelling and a mode of being in the world. Gone Home achieves interpretive latitude through a different environmental logic: the archeology of domestic space. Where Firewatch immerses the player in an ecology, Gone Home situates them in an archive.
The game’s environmental storytelling operates through what we might call “stratified disclosure.” The house contains objects from multiple temporal layers: the parents’ marriage (wedding photos, travel souvenirs), the family’s recent move (unpacked boxes, unfamiliar furniture arrangements), Sam’s adolescent rebellion (riot grrrl zines, mix tapes), and the 1990s cultural moment more broadly (VHS tapes, answering machine messages, references to The X-Files). Each layer provides context for interpreting the others. When the player discovers Sam’s journal entries about her relationship with Lonnie, they evaluate this narrative against accumulated environmental knowledge: the conservative tenor of the parents’ marriage suggested by their decor and correspondence, the isolation implied by the house’s location, the cultural constraints of 1995 Oregon suggested by newspaper clippings and television guides.
Crucially, Gone Home creates interpretive latitude by exploiting the gap between environmental evidence and explicit statement. The game never directly tells the player whether Sam’s parents would accept her sexuality; instead, it provides environmental data—the father’s failed writing career and evident frustration, the mother’s correspondence suggesting emotional distance, the general cultural climate of the mid-1990s—from which the player constructs an interpretation. This is precisely the mechanism that allows Hardy’s readers to judge whether Tess’s choices were inevitable or whether alternative paths existed: the text does not declare the answer but provides the environmental framework within which answers can be debated.
The house’s spatial design reinforces this interpretive process. Gone Home exemplifies a story structured rhizomatically: the player can explore rooms in almost any order, and the sequence of discovery shapes interpretation. Finding her sister Sam’s journal entries about Lonnie before discovering evidence of the parents’ marital strain produces a different interpretive trajectory than the reverse sequence. The environment thus creates not a single narrative but a field of possible narratives, constrained by the objects present but underdetermined by any explicit statement of meaning.
Both Firewatch and Gone Home thus successfully translate print-based environmental narrative techniques into digital form. They create worlds dense enough to support interpretive latitude, and they reward the accumulation of ecological knowledge with richer, more nuanced understanding of character motivation and narrative consequence. As will be discussed in more detail, both games also reveal a fundamental limitation that points toward the potential contribution of generative AI.
Gone Home and Firewatch, though parametric and interactive in a sense, are still static as narratives. Their environments are fixed at the moment of release; they do not evolve in response to player behavior, and they do not accumulate complexity across replays. A player who explores the Greenbriar house a second time encounters the same objects in the exact locations, capable of supporting only the interpretive frameworks already embedded in the design. The interpretive latitude these games create is genuine, but it is bounded by authorial predetermination.
This is where generative AI suggests a genuinely revolutionary possibility. If the mechanism of environmental narrative is the creation of interpretive latitude through accumulated world-knowledge, then generative systems capable of producing coherent, contextually responsive environmental details could extend this latitude indefinitely. An AI-driven version of Gone Home might generate different objects on different playthroughs—not randomly, but in ways that maintain the internal logic of the family’s history while offering genuinely new interpretive possibilities. An AI-driven Firewatch might respond to player behavior by adjusting the forest’s ecology, producing environmental variations that reflect and comment on the player’s choices.
Such systems would not replace authored narrative but would extend the Hardy model into territory that static design cannot reach. The environment would become not merely a framework for interpretation but a responsive participant in interpretation, capable of the kind of evolutionary complexity that Hardy achieved only across decades of writing and revision.

4. The Evolution of Interactive Walking Simulators to GenAI-Driven Storytelling

While Murray highlights immersion as an encyclopedic and participatory condition of digital narrative, and Sample (2013) stresses the cultural assumptions encoded in procedural systems, Serbanescu and Nack (2023) extend the conversation toward a design methodology of co-creativity. Their article, “Human-AI system co-creativity for building narrative worlds,” frames narrative world-building as a collaborative process between humans and AI, where conceptual spaces—structured through knowledge graphs and narrative categories—become environments that enable creativity itself. All interactive arts should first be recognized as examples of co-creativity, even if the writer/player or coder is a single person, simply because they are employing some mode of collaboration with their tool to foster the work, often employing strategic or tactical thinking as a dialectical tool. Expanding co-creativity in new interactive art and storytelling with GenAI, both Gone Home and Firewatch will increasingly represent a late print culture moment, when environmental storytelling still assumes stable authorship and hermeneutic reading. GenAI marks the transition to something genuinely post-literary: narrative as probabilistic output rather than deliberate composition.
As Serbanesco and Nack note, AI does not simply adapt to player input or serve as an object of critique, but participates as a partner that accelerates ideation, mitigates creative blocks, and enriches story construction. This perspective resonates with Murray’s participatory immersion but distributes agency beyond the player into the broader ecology of human–AI collaboration. It also complements Sample’s algorithmic criticism by situating algorithms not only as cultural forms to be read but as generative collaborators in design practice. Together, these frames position narrative environments as hybrid ecologies, where immersion, procedural constraint, and co-creative design converge.
One of the most significant innovations introduced by AI-driven tools for narrative production is the principle of dynamic adaptation. Where traditional interactive fiction relies on branching paths or pre-scripted alternatives, adaptive systems continuously reshape narrative worlds in response to user input, contextual signals, or algorithmic predictions. In this sense, the environment itself becomes a dynamic participant in the unfolding story rather than a static backdrop against which action takes place. Traditional environmental storytelling—whether Hardy’s Wessex or Gone Home’s house—functions through what we might call authorial cartography: a writer or designer pre-maps the semantic terrain, encoding specific meanings into objects, spaces, and their relationships. The player’s agency lies in discovering this pre-existing meaning through exploration. The narrative is fundamentally archeological—you’re uncovering what was deliberately buried. GenAI fundamentally disrupts this model by introducing, via dynamic interaction, a generative cartography. Here, the environment does not contain predetermined meaning but produces it dynamically in response to player interaction.
The shift from authorial to generative cartography raises a question that the enthusiasm surrounding GenAI in game design has largely obscured: can procedurally generated environments support the kind of accumulated meaning that makes interpretive latitude possible? The answer is not obviously affirmative, and the distinction matters for understanding whether GenAI represents a genuine extension of environmental narrative or merely a technical novelty.
Consider the three capabilities most frequently attributed to AI-driven environmental systems: reactive worldbuilding, procedural ecologies, and narrative feedback loops. Each promises dynamic responsiveness, but each also confronts a fundamental challenge that static, authored environments do not face—the problem of semantic coherence across time.
Reactive worldbuilding—the idea that weather, light, and soundscape might shift in response to player actions—illustrates this challenge clearly. In Firewatch, the forest’s transition from golden afternoon to smoke-choked twilight is authored: the designers controlled the palette shift to parallel Henry’s psychological deterioration, and the parallel works because both trajectories were composed together. A generative system could certainly produce weather variations in response to player behavior—darkening skies when the player makes morally questionable choices, for instance—but such responsiveness risks producing allegory rather than environment. If the weather transparently mirrors the player’s ethical state, the environment ceases to function as an independent world with its own logic and becomes instead a projection of the player’s interiority. The interpretive latitude that Hardy’s Wessex or Gone Home’s house environment depends precisely on the environment’s resistance to the protagonist’s desires—its obdurate materiality, its indifference to human intention. A weather system that responds too legibly to player choice would collapse this resistance, replacing the gap between world and self with a narcissistic mirror.
The challenge, then, is not merely technical but aesthetic: generative responsiveness must somehow produce environments that register player action without reflecting it too directly. This would require systems capable of what we might call oblique correlation—environmental changes that relate to player behavior through the mediating logic of a coherent world-model rather than through direct symbolic mapping. Current large language models, trained primarily on textual corpora, lack robust world-models in this sense; they excel at surface plausibility but struggle with the kind of causal and spatial consistency that environmental coherence requires.
Procedural ecologies face a related but distinct problem. The vision here—flora, fauna, and social groups developing iteratively to create a sense of history and contingency—presupposes that generative systems can maintain longitudinal coherence: the elements at time T+1 must be consistent with and meaningfully build upon those at time T. This is precisely where current generative models falter. A language model can produce a plausible description of a forest ecosystem, but it cannot reliably track that ecosystem’s state across hundreds of player interactions while maintaining internal consistency. The “context window” limitations of transformer architectures are not merely technical constraints to be engineered around; they reflect a fundamental difference between statistical pattern-matching and the kind of persistent world-modeling that environmental narrative requires.
More troubling still, procedural generation tends to produce variation without stakes. In Gone Home and Firewatch, environmental details matter because they are finite and authored: the specific geography of a particular valley, the specific social composition of a particular village, constrains what can happen there. The reader’s accumulated knowledge of these specificities is what creates interpretive leverage. A procedurally generated ecology, by contrast, might offer endless variation—but variation without finitude is variation without consequence. If the forest can be anything, then nothing about the forest grounds interpretation.
Narrative feedback loops—player choices reverberating across environmental scales—confront perhaps the most significant challenge: the problem of meaningful consequence in generative systems. For environmental changes to function narratively, they must be legible as consequences—the player must be able to trace the connection between action and environmental response, at least retrospectively. But, by their nature, generative systems introduce opacity into this chain. When an authored game like Firewatch shows the forest burning, the player can reconstruct the causal chain (negligence, dry conditions, fire). When a generative system produces environmental change, the player may have no way to distinguish meaningful consequence from procedural noise.
Indeed, the problem of legibility points to a deeper issue that the enthusiasm for multimodal gaming tends to obscure. It is tempting to assume that the formal complexity of walking simulators—their combination of visual rendering, spatial navigation, ambient sound, and interactive objects—produces correspondingly complex narrative possibilities. But this assumption conflates sensory richness with semantic depth. Consider the player’s primary mode of engagement in Gone Home: opening drawers, cupboards, boxes, and cabinets to discover notes, photographs, and objects. From a narrative standpoint, these actions are functionally identical—each is an instance of “interact to reveal information.” The drawer and the cupboard and the treasure chest all yield their contents through the same mechanical gesture; the player’s embodied action does not differentiate between them. In print fiction, by contrast, each act of discovery can be rendered with entirely different syntax, pacing, and thematic weight. A character opening a drawer in a novel might do so furtively, casually, desperately, or mechanically—and the prose can inflect that action with hesitation, memory, or foreboding in ways that the generic “interact” prompt cannot. The multimodal richness of the walking simulator thus coexists with a paradoxical narrowing of narrative articulation at the level of player action. This is precisely the limitation that generative AI might address—not by adding more objects to discover, but by varying the texture, consequence, and semantic resonance of discovery itself, producing interactions whose narrative weight is not predetermined by a single authored script but emerges from contextually responsive generation.
This is not an argument against GenAI in environmental narrative but rather an argument for precision about what GenAI can and cannot contribute. The most promising applications may lie not in replacing authored environments with generated ones but in extending authored environments through what we might call constrained generation—systems that operate within the semantic boundaries established by human designers, producing variation that elaborates rather than replaces the authored world-logic.
Game studies scholarship has grown increasingly skeptical of “immersion” as an evaluative category, and for good reason. The term tends to conflate distinct phenomena—perceptual absorption, narrative engagement, spatial presence, flow states—while implying that the goal of game design is to make players forget they are playing. As Brendan Keogh (2018) and others have argued, this framing obscures the more interesting question of how games produce meaning through the interplay of engagement and distance, absorption and reflection.
The question for GenAI in environmental narrative is therefore not whether it produces “greater immersion” but whether it extends interpretive possibility—whether it creates new forms of the gap between environmental evidence and explicit statement that, as we have seen, characterizes environmental narrative from Hardy through Gone Home. On this criterion, the current generation of generative tools shows significant limitations. They excel at producing plausible surface variation but struggle with the semantic depth and longitudinal coherence that interpretive latitude requires.
This is not a permanent condition. Future developments in world-modeling, persistent memory architectures, and hybrid human–AI design workflows may address these limitations. But the conceptual work of distinguishing meaningful environmental responsiveness from mere procedural variation must precede the technical work of implementation. Without this distinction, GenAI in game design risks producing not the extension of Hardy’s environmental tradition but its dissolution into noise.
Suppose we return quickly to Murray’s emphasis on the participatory and encyclopedic affordances of digital media. In that case, it seems logical to conclude that new AI-driven adaptation extends immersion by layering real-time co-authorship onto narrative space. At the same time, Mark Sample’s call for algorithmic criticism emphasizes the interpretive potential of procedural systems themselves. By treating algorithms not as neutral engines but as aesthetic and cultural forms, Sample reminds us that dynamic adaptation is never value-free: it encodes assumptions about agency, authorship, and consequence. Thus, when adaptive environments “write” alongside the player, they do so as both narrative partners and as sites of critical inquiry into how stories are generated, constrained, and made meaningful.
Contemporary AI-driven non-player characters (NPCs) illustrate what is often called a Golem ontology in the literature, where narrative and fictional elements can be seen as algorithmic systems. NPCs in games like The Elder Scrolls V: Skyrim (2011)—particularly when extended by community-built AI mods—perform algorithmic routines that blend scripted interactions with emergent responses. Similarly, platforms like AI Dungeon (Latitude 2019) foreground the improvisatory potential of generative models, offering interactions that feel less authored than staged through procedural variation.
These models reframe GenAI not as a rupture with literary tradition but as the latest iteration of a much older practice: procedural generation within constraint. When we read algorithms as cultural forms rather than neutral engines, we recognize that the tension between rule and variation, between systematic constraint and emergent meaning, has structured narrative production long before the advent of computation.
Consider the Oulipo, the French literary movement founded in 1960 by Raymond Queneau and François Le Lionnais. Oulipian writers imposed rigorous procedural constraints on composition—lipograms that exclude specific letters, prisoner’s constraints that forbid letters with ascenders or descenders, combinatorial structures that generate vast numbers of potential texts from finite elements. Queneau’s Cent Mille Milliards de Poèmes (1961) consists of ten sonnets whose lines can be recombined to produce 1014 possible poems—more than any human reader could exhaust in a lifetime. The Oulipo understood that constraint does not oppose creativity but enables it: the procedure becomes the condition of possibility for variation.
Yet the Oulipo also illuminates the limitations that GenAI inherits. Oulipian texts excel at surface recombination—the play of phonemes, the permutation of syntactic structures—but struggle to produce the kind of semantic depth that accrues through sustained authorial intention. A lipogrammatic novel like Georges Perec’s La Disparition (1969), written entirely without the letter “e,” is a virtuosic formal achievement, but its narrative coherence depends on Perec’s careful plotting within the constraint, not on the constraint itself. The procedure generates possibilities; the author selects among them for meaning. This division of labor—procedure for generation, human judgment for selection—is precisely what current GenAI systems lack the capacity to perform autonomously.
Similar resonances appear in performance traditions. Commedia dell’arte, the improvisational theater form that flourished in Italy from the sixteenth century onward, operated through procedural constraints: stock characters (Pantalone, Arlecchino, Colombina), standard plot structures (the scenario), and conventional lazzi (comic routines) that performers combined and varied in response to audience reaction. The form was generative—no two performances were identical—but its generativity depended on the performers’ accumulated knowledge of how the procedural elements cohered. The stock characters were not arbitrary; they encoded social types whose interactions carried predictable valences. The lazzi were not random; they were tested routines whose comic timing had been refined through iteration. Commedia’s procedural generation worked because the performers understood the meaning of the elements they recombined, not merely their formal properties.
Seeing how NPCs can be compared to vaudevillian acts: improvisational, constrained, and designed to texture the narrative with surprise and variation rather than seamless realism, we should not be surprised that the game considered currently the most sophisticated use of GenAI with NPCs is available in the game-story Vaudeville (2023). Vaudeville represents one of the most advanced experiments in AI-driven adaptive storytelling to date, offering a useful test case for theorizing dynamic environmental narratives. Drawing directly on Murray’s emphasis on digital media’s participatory and encyclopedic affordances, the game allows players to converse in real-time with non-player characters through natural language, either typed or spoken, with responses generated immediately via technologies provided by Inworld AI. Inworld, a startup working in Agentic AI, specializes in the growing field of Text-to-Sound or TTS in an AI environment. It provides a broad collection of readymade voices that can read out text based upon the sound environment or type of personality required. Clearly, the TTS playground resembles a number of similar services designed to encourage podcasters and advertising companies to purchase human-sounding voices (rather than hire voice-actors) that either read aloud text produced live by actual scriptwriters or now generate it in the same voice using GenAI tools for identical situations in play. For Vaudeville, the latter capability is obviously one of the narrative’s most significant features, and voices attached to specific NPCs in the game seem capable of responding instantaneously to questions and prompts made by the player either as text prompts or live mic discussions. The result is a detective story in a film noir format with a complementary environment without much pre-written dialogue, producing it dynamically instead. The resulting walking simulator that appears evokes well the kaleidoscopic qualities of interactive fiction while foregrounding the modular, repeatable logics that Mark Sample identifies through algorithmic criticism. Here the environment plays a historical, yet active role deriving from vaudeville theater, where each each encounter with a new character functions as a performance act, a skit or exchange that is then recombined into an evolving sequence of scenes. The promise of such a system lies in its ability to blur authored and emergent play: immersion comes not only from being inside a scripted narrative but from witnessing the environment alongside the player.
At the same time, Vaudeville usefully illustrates the current limitations and contradictions of next-stage adaptive environments using the relatively new capabilities of GenAI. Reviews note that while NPCs generate abundant dialogue, the coherence and narrative weight of these exchanges often falter, producing filler rather than story. The system struggles with memory over longer arcs, leaving the player with improvisational fragments rather than sustained consequences—an issue that directly relates to Sample’s reminder that algorithms encode both possibility and constraint. Where procedural variation becomes too open, qualities of environmental immersion we may be seeking risk being replaced by dissonance, where the scenes before us become too narrow. Here, novelty collapses into repetition. Thus, Vaudeville demonstrates both the power and the precariousness of AI-driven adaptation. It points toward a future in which environments act as narrative co-authors, while also underscoring the ongoing need for careful critical attention to coherence, authorship, and design ethics to produce worlds that can fulfill their ecological promise of interconnected, meaningful narrative play.
What Vaudeville reveals, finally, is the difference between interpretive latitude and interpretive diffusion. The environmental narratives examined throughout this paper—Hardy’s Wessex, Gone Home’s stratified domestic archive, Firewatch’s psychologically charged wilderness—create latitude precisely because their authored finitude establishes the boundaries within which interpretation operates. The reader or player accumulates environmental knowledge that constrains the field of plausible meanings without determining a single correct one. Vaudeville’s generative openness, by contrast, risks diffusing interpretation altogether: when NPCs can say anything, the gap between environmental evidence and explicit statement—the gap that constitutes interpretive latitude—collapses not into closure but into noise. The environment no longer withholds meaning for the player to infer; it simply has not produced meaning to withhold.
This suggests that the most viable path for GenAI in environmental narrative lies not in Vaudeville’s model of unconstrained generation but in what we might call semantically bounded co-authorship: systems where human designers establish the world logic, the affective parameters, and the narrative stakes, while generative tools elaborate surface variation within those constraints. Such constrained generation would preserve the essential mechanism of environmental storytelling—the accumulation of world-knowledge that grounds interpretation—while extending its combinatorial possibilities beyond what static authorship can achieve.
The transition to GenAI-driven narrative, then, may prove less post-literary than para-literary: not the replacement of deliberate composition by probabilistic output, but their uneasy, perhaps productive, cohabitation. The challenge for designers and critics alike will be to distinguish between generative systems that extend the environmental tradition’s capacity for meaningful ambiguity and those that merely simulate it through procedural abundance. Vaudeville stands at this threshold, demonstrating both possibilities without yet resolving the tension between them.

Funding

This research received no external funding.

Data Availability Statement

No new data was created.

Conflicts of Interest

Author declares no conflict of interest.

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Klobucar, A. The Art of the Environment in Interactive Walking Simulation Narratives: How GenAI Might Change the “Game”. Humanities 2026, 15, 13. https://doi.org/10.3390/h15010013

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Klobucar A. The Art of the Environment in Interactive Walking Simulation Narratives: How GenAI Might Change the “Game”. Humanities. 2026; 15(1):13. https://doi.org/10.3390/h15010013

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Klobucar, Andrew. 2026. "The Art of the Environment in Interactive Walking Simulation Narratives: How GenAI Might Change the “Game”" Humanities 15, no. 1: 13. https://doi.org/10.3390/h15010013

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Klobucar, A. (2026). The Art of the Environment in Interactive Walking Simulation Narratives: How GenAI Might Change the “Game”. Humanities, 15(1), 13. https://doi.org/10.3390/h15010013

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