Best of 2013: #3 - Gone Home
Gone Home is remarkable in just how unremarkable it is. It's not avant-garde or experimental. With a first-person perspective and fully explorable 3D world, it feels instantly familiar, but chooses to use these to tell a simple story. Which is great. It may seem obvious enough, but Gone Home has made a great many people suddenly realise this. Thanks, Gone Home.
When Caitlin Greenbriar arrived at her family's new home after a year abroad only to find it empty, she tried to find out where they were. That's it. Gone Home is remarkable in just how unremarkable it is. It's not avant-garde or experimental. With a first-person perspective and fully explorable 3D world, it feels instantly familiar and relatable, but chooses to use these to tell a simple story. Which is great. It may seem obvious enough, but Gone Home has made many people suddenly realize this is possible. Thanks, Gone Home.
A large part of why Gone Home is so successful is that developer The Fullbright Company knew its limits. Starting with a team of three people and a small budget meant it needed to be small, tight, honed. Gone Home is a house, a story, and a whole lot of opening cabinets and drawers, and evidently that's just fine. The house and its contents are interesting, exciting, and often entertaining to explore, and spark a strange nostalgic sense of homecoming for those of around our thirties.
The game's overlapping stories are simple but touching, the everyday of everyday people's lives. Our lives. Our boring, stupid lives. We're not heroes, but our lives matter. Again, it's not hugely ambitious or challenging, but small, tight, honed.
Big-budget blockbuster video games are broadly getting better at injecting a human element into their stories, but often both game and story suffer for their attempts. They bend over backwards to explain why, no, look, seriously, it's perfectly natural and reasonable for this one person to murder hundreds. Big publishers blockbusters' are insecure, unnecessarily amping up their stories and ramming in cutscenes because playing is apparently shameful--no, they say, they're not making games to play, they're making stories and worlds to live and breathe. While dolts on the Internet froth about how damaging Gone Home is to games, it's actually more respectful than many "proper" games for only using the parts from the Big Toolbox of Game Bits which it needs.
Gone Home took things we knew and used them for something we always knew was possible, but for whatever reason never saw. It exudes a quiet, unassuming manifesto: video games can do a lot of things; let's discover some more of them.
Disclosure: I'm vaguely chummy with The Fullbright Company co-founder Steve Gaynor. We once explored a deconsecrated cemetery together then took afternoon tea.
The Shacknews Best of 2013 Awards were determined by ballot voting across the entire Shacknews staff. Our top pick will be revealed tomorrow.
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Alice O'Connor posted a new article, Best of 2013: #3 - Gone Home.
Gone Home is remarkable in just how unremarkable it is. It's not avant-garde or experimental. With a first-person perspective and fully explorable 3D world, it feels instantly familiar, but chooses to use these to tell a simple story. Which is great. It may seem obvious enough, but Gone Home has made a great many people suddenly realise this. Thanks, Gone Home.-
I don't really agree with calling Gone Home a game, it just falls somewhere under the umbrella of interactive media that video games shares.
Gone Home doesn't really contain any game elements, there's no real decision to be made, no puzzles to solve, nothing the player does has any outcome on the end result of the experience. The only decision the player can make is to examine the environment more than is required to proceed through the story.-
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I don't think I've thought about it enough to give a proper definition of a game, but in the example of the Lego games there's a set of rules, adversaries, and skill required to play.
if you took away the ability to shoot, and you just walked through the levels, then it would be similar to Gone Home.
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I think it help to define these things so people know what to expect before they buy something.
If I went into Gone Home expecting something with puzzles like Myst or The 7th Guest, I would have been disappointed. I think it's in the best interest of everyone to be honest about what a player is going to get out of a product.
Along the same lines, it needs to be categorized so that you can do proper comparisons and reviews. Broadway plays and movies are reviewed differently, why shouldn't we differentiate between games and interactive experiences?-
You arrive home after a year abroad. You expect your family to greet you, but the house is empty. Something's not right. Where is everyone? And what's happened here? Unravel the mystery for yourself in Gone Home, a story exploration game from The Fullbright Company.
Gone Home is an interactive exploration simulator. Interrogate every detail of a seemingly normal house to discover the story of the people who live there. Open any drawer and door. Pick up objects and examine them to discover clues. Uncover the events of one family's lives by investigating what they've left behind.
That seems pretty useful to me, taken from the Steam description.
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It's been fascinating to see the response to Gone Home over the last year. I'm not sure I've ever seen a game that's inspired people to claim that people who enjoyed it were somehow being insincere, but I've seen that proposed by multiple commenters on multiple sites. My favorite was the guy who assumed that game critics gave it an award at the VGX "sarcastically." There's a weird and kinda sinister thinking behind a line of logic that goes "I didn't enjoy this, which means that everyone who claims to enjoy it is lying or is trying to push an agenda down my throat."
Not that all discourse around games is the height of intellectual wordplay, but it's been fascinating to see people hate a game to the point where they abandon all sense of logic or intellectual argument when talking about it.-
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I personally don't think that; I know that there are plenty of people who felt upset about the amount of gameplay they got for $20, or who didn't think it was deserving of the "game" title.
But likewise there was absolutely a section of people who absolutely railed against it because it had gay themes or was "pushing an agenda." Not every person who disliked it, for sure, but definitely a not-insignificant chunk of them.
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I think a lot of people said glowing things about it which caused some people with very reductionist viewpoints to rail against it. If Gone Home had not been hyped up by various reviewers and others, I don't think that would have happened. (i.e. it's as much a reaction to the reviews as it is to the games)
That said, I'm with the Gone Home promoters. It's a great game and I'm glad it got the reception it did. I would only say that it's not for everyone but that's true in various ways of many games.
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Yes? Just because its particular take on the genre didn't catch on at the tail end of adventure gaming in the same way that those games caught on at the height of adventure gaming doesn't mean the game itself isn't fondly remembered. Tell Tale takes after those earlier games because Tell Tale is made up of people who made those specific games.
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Having played the "game" I don't get any thing about it that makes it award worthy. The story is on par with an after school show. The graphics look like a group project from full sail. The only game was unlocking a few things which involved memorizing four numbers.
If the story was about a hetro couple--would it have won any awards/made any lists? Nope.
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This weekend I co-produced an event including a game where players lie down on the floor in sleeping bags and roll around to control a caterpillar. I'd consider that avant-garde. http://luckyframe.co.uk/works/roflpillar/
Gone Home really is quite conventional, which is part of why it works so well.
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Well, again I appreciated the tonal red herrings throughout the game and understand that everyone enjoyed the "twist". For me, however, it was a let down and a bit corny. I wanted it to end to what they were alluding to or something similarly dark. I also understand that would be construed as "easy-way-out" & certainly predictable but after such an absorbing story, it would have made a greater impact (for me).
I should probably also see a shrink. -
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I played Gone Home exactly once. But I still remember all of it (maybe partially because I played it through a Saturday / Sunday megasession), and I really liked the story. The atmosphere of walking around and seeing hidden storylines in all the items and books and letters laying around is something that I should probably do on a second run.
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For those who have finished, make sure you check out Gun Home (DLC) https://www.youtube.com/watch?v=bJgyQ7DuWhM