![]() ![]() Instead of having puzzles that either didn’t make sense or take the player out of the environment, the puzzles to the game were also presented organically to the environment. The open layout of the game also had an impact on the challenges of Gone Home. The player is free to look around the rooms that are available to their heart’s content, and more importantly, areas of the household never became locked or inaccessible to the player. ![]() The gamespace was laid out organically in the form of exploring the multi-floor household. There is a path for the player to follow from beginning to end of Gone Home, but the designers don’t force you to follow it. Other narrative heavy games like to push the player in certain directions to keep the plot going and to make sure that the player doesn’t get tired of the game, but not Gone Home. One of the more impressive parts of Gone Home is the pacing of the game, and how it’s actually defined by the player. Gone Home might appear to be a simple title, but like its story, there is depth under the surface that made it into the success that it is. ![]() However, these games have not been able to achieve the same critical praise that Gone Home did, and gives us something to talk about today. Since then, we have seen developers try to emulate the success with other games built around storytelling rather than gameplay The Vanishing of Ethan Carter and Layers of Fear are two examples. Whenever someone asks the “is this a game or not,” argument, Gone Home is usually cited somewhere.Īnother interesting detail is how Gone Home has inspired an almost “narrative adventure” subgenre where players can explore a detailed environment to learn a story, as opposed to the straight up linearity of most adventure games. Gone Home is an interesting title from the Indie market, with polarizing opinions about its design and definition as a game. ![]()
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