Track
ATTENTION: A gamepad is required to play this game! While not required, headphones are recommended for the best experience.
Track is an experimental piece that aims to answer two questions: To what extent can a video game be enactively realistic? To what extent can it be a form of [fine art] realism?
Enactive realism, in video games, is the extent to which the interaction with the game via user interface, controllers, and/or other players/characters that make the player feel as if they are in the game like it is a true, participatory environment. The primary way that enactive realism was attempted with this piece was through the natural mapping of a music player interface. The interface was designed in the same spatial configuration as the right-hand side of almost every single gamepad.
Track's single environment, an overhead MTA subway station, is a candidate for a realism piece in fine art because of how much of the working class uses it every day. By definition, "original" realism is the depiction of ordinary figures, daily activities, and urban environments. The movement aimed to depict the actions of ordinary people, such as the working class.
Ultimately, Track became a small slice of a day in the life of a New Yorker. Exiting the train, walking along a station platform, music in ears, and a booming soundscape full of machinery and laughter.
Status | Released |
Platforms | HTML5, Windows, macOS |
Author | Daniel Narvaez |
Made with | Unity |
Tags | Music, Singleplayer, Trains, Walking simulator |
Download
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Development log
- Playtests & FeedbackDec 20, 2020
- Development ProcessDec 20, 2020
- The ResearchDec 18, 2020
Comments
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Capturing the feeling of something, whether it's a place, person, or something else, is something that can be very difficult at times, especially when it comes to something as complex as the feelings given when you're walking through the subways of New York. This game captures the feeling really well with the sound alone, with the looks only enforcing what there is.
As was stated in the demo, it would've been awesome to have seen people walking by or other events occurring on screen while walking with the Ipod in hand- but truth be told, it doesn't ruin the experience not to have them- it's more a personal preference. Good job.
(To anyone that scrolled to see the comments before playing: check the DevLog research post before playing it, and you will understand this walking sim differently.)
I love the uniqueness of this game. As a student in New York that hasn't took the subway in almost a year because of COVID, this woke up some memories of mine. You should include some of your researches in the trailer, like why this project is made realistic, and why is simulating an everyday experience important. The blind impression of Track would be bland if players are expecting something "game-like" to happen, but after knowing why you made this, I believe everybody will have a different view on this project. Def give the content in your research post a bit more exposure!
I would also like to see you incorporate keyboard&mouse controls in this game, rather than gamepad only. I understand that gamepads are closer to an ipod-like interface when it comes to playing music, but why not also let PC players also appreciate your work?
Daniel, this is great! I loved the chill mood and especially the golden hour effect you chose. Same as Will, we both resonate with this environment and the familiar Marcy Avenue stop into Brooklyn; it immediately reminded me of that platform. I think in that sense, your game is a success-- two people related to your environmental storytelling independently. I really like this, hope to see more. Keep up the good work. :)
The environment is very well done. I love the slightly cartoonish and at the same time realistic feel to the graphics. Looking around it I would instantly realize that this is a subway station from NY. But at the same time, it feels like a dreamscape which adds a feeling of calmness. The mechanics are simple, but then it was enough to enhance the walking sim experience. The music I think suits the environment perfectly. I can almost remember walking down the Marcy Avenue station during the golden hour. Overall, the game is great at invoking comfort and a bit of nostalgia.
This is a very unique game. The resonation extracted from this game is phenomenal. NYC metro is a unique place to whomever has experienced it. The progressions, settings, and interactions of the game is very intuitive and representative to the experience of riding the NYC metro. The radio, squeaking of the tracks, emptiness of the station... you have grasped the essence that renders the resonation effectively. This game is minimalistic, but definitely not simple, especially the research behind the control panel for the music interface. One minor suggestions would be that even though the metros in NYC are dull, give it some life with a few passengers waiting the train or even the mascot rat on the track would bring this entire game to the next level. Nice work!