Essay index Six essays 141 silences timed
Silence And Space emblem Silence And Space On the parts of games where nothing happens

Ordered by the measured length of the gap each essay examines, longest first.

Issue nine

The essays

Six pieces about stretches of games in which the designer withheld something: an event, a voice, a marker, a piece of music. Each headline figure is the longest continuous gap we timed in that game.

All six Traversal Occupancy Acoustic Narrative

01Traversal22m 07s

Twenty-Two Minutes Of Walking And Not One Line Of Dialogue

A snowfield crossing with no companion, no score and no marker, timed three times. The shortest run was nineteen minutes forty and the game is right not to have interrupted any of them.

Survival34 hours19 silences

03Traversal14m 12s

Rowing Across Water That Has Nothing In It

No fish, no islands, no encounters, no reward for exploring. Fourteen minutes each way, and the whole argument the game makes about distance rests on the crossing being dull.

Exploration26 hours23 silences

02Occupancy8m 40s

The Room You Are Allowed To Sit Down In

One bench, one prompt, no achievement and no timer. Sitting changes nothing about the game state, which is exactly why three of us sat there for more than eight minutes.

Adventure18 hours11 silences

04Narrative6m 55s

A Corridor That Refuses To Ambush You

Eighteen openable doors with nothing behind any of them. A horror game that spends seven minutes proving it will not jump out at you, then trades on that restraint for nine hours.

Horror12 hours16 silences

06Acoustic5m 02s

The Garden Where The Score Finally Stops

Eleven hours of continuous music, then one back garden in which the composer is instructed to shut up. Five minutes of wind and nothing, in the middle of the loudest game in this issue.

Narrative11 hours14 silences

What the figures mean

Each headline number is the longest single stretch in that game meeting all four of our conditions: the player has control, no dialogue is spoken or written, no music plays above ambience, and no objective changes. Median figures for each game are on the measures page.

Titles are withheld throughout. This journal argues about design decisions, and naming the games turns every argument into a verdict on whether to buy them.