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While Minerva's Den was ready for BioShock 2's DLC cycle, Gone Home's development is coming along at a considerably more deliberate pace. Part of that is due to the nature of independent game development. Gaynor said there is a big difference between working on a smaller indie project like Gone Home versus a larger-scale project such as Minerva's Den.
"I'll tell you, you tend to gain a lot of respect for the experts behind the scenes in AAA that handle all the stuff you normally don't have to deal with on a daily basis," he said. "Paying contractors, managing publicity, navigating the hostile waters of licensing agreements--there's a lot to do. But the tradeoff is that you get to learn about all that stuff, gain a bunch of new skillsets, and be truly responsible for your own success or failure, which is incredibly valuable. From a developer's standpoint, the agility and flexibility afforded a small independent team is really central being able to explore the unknown as we are with Gone Home."
Gone Home is targeting a late 2013 release for PC, Mac, and Linux.
Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?