A digital version of mountain climbing: From simple simulation to attractions in video games
The aim of the article is to present the essence of virtual mountain climbing in high-budget video games and simple simulation programmes. The author analyses two aspects of the topic: climbing as a physical activity, and the way and context in which it is presented. That is why the article features a broad historical background of mountain climbing in video games beginning already in the early 1980s, illustrating the changes occurring in video games. Next, the author presents the way in which mountain climbing itself can function on its own in marketing. The Tomb Raider or Assasin’s Creed game series discussed in the article are an excellent example of this, also showing how important climbing can be to a game. In addition, the author of the article reflects on whether and how climbing can make video games attractive. The titles in question are to illustrate various aspects of the topic.