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You seem (lower down in your post) to be fine with the idea of Visual Novels being games, as long as they're clearly Visual Novels.
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Actually, I'm fine with visual novels being games as long as they're clearly
games. Some give enough choice and interaction to be consumed as a "player", while lots of them are just movies* with a first-person viewpoint.
I'm no stranger to genre-bending, and I'd say a lot of the "new wave" of adventure games like The Walking Dead and The Wolf Among Us draw clear inspiration from VNs.
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And you seem to object to Dear Esther being called a game because it's similar in style to other sorts of games, but lacking in certain mechanics.
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Careful there. As with any new trend in video games, the diehard CoD fans have been quick to condemn this new threat to their brainless explosion porn, the current jibe of choice being "not even a game"; something I have been careful to avoid.
Dear Esther absolutely
is a game, just the absolute skeleton of one. I wouldn't call a mechanically basic VN a game, because you're just clicking to advance text. Dear Esther scrapes through because you have to turn around... occasionally. It's demanding a modicum of spatial awareness to stay on the right path. The player has a role that couldn't be fulfilled by a rock on the W key.
That's the rule of thumb, really: If a rock can complete it, it's not a game. Embarrasingly, Beyond: Two Souls would probably fail this test, since I'm fairly sure it actually advances scenes itself if no-one pushes a button.
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That's fine. My point in my post was that Dear Esther was it's own thing. It's a new genre. Maybe one day that genre will have it's own name and everyone will be fine with it having restricted mechanics because it's a Flurgleboster and not a FPS. But, given that it's unique, comparing it to other games is not useful.
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Actually, Flurglebosters are already (if jokingly) known as "Narrative walking simulators", a catergory Dear Esther comfortably shares with Gone Home, Dream, Proteus, The Stanley Parable, Slender (at a stretch**) and a bunch of art games from the late '00s (which probably inspired the original HL2-mod version of Dear Esther - even if you consider it the first of its kind, the genre hasn't been "new" since 2008).
It's up to you how finely you like to divide your catergories; whether Call of Duty: Shoot Men is a different genre to Half-Life 2: Episode Guns because one has dogs and the other has physics puzzles. But I think this genre is tight enough, and I'm comfortable putting Dear Esther next to Proteus and saying "these games both tried to do a similar thing, and Proteus did it better."
Dear Esther wants to be a tightly linear, narratively-based, environmentally aware minimalist artwork-slash-game. That's fine. I just wish it had taken a few more cues from its sisters in the genre, because they were a lot more satisfying to play.
As for Rauschenberg, you could very much say that Dear Esther is his gaming equivalent. I said before: This game needed to be made. These boundaries and the flexibilities thereof are important to the future of the medium, and a game that gets people talking about them has a right to exist on that alone.
*Oddly, the closest comparison I can make is actually a stage play. You have small sets, regularly changed, with a number of characters exchanging lines in the middle.
**yyyeeeeeaaaaaaaahhhhhh