4 Matching Annotations
  1. Oct 2024
    1. Critics have drawn different conclusions about the role of Gone Home as (and alongside other) queer media. Zachary Harvat describes it as part of the tradition of “queer historical play,” which does not deny the challenges and trauma of queer history but also does not place it as the sole narrative emphasis (2018).

      This is trying to get the point across taht the game is not meant to be mostly about LGBTQ representation and revolve around it, however it does not deny the challenges and trauma of queer history and place it as the main narrative point. I believe that the game mostly revolved around the idea of unacceptance of Sam by her family because of the relationship and even though the LGBTQ was not the main theme, it definitely changed the scope of the game and added to the idea of why Sam had to suffer that much from the family.

    2. Coming to an understanding of a character or environment as a means of gaining control over it is a central tenet of environmental storytelling generally and walking simulators in particular. This kind of understanding connects more to cinematic than ludic traditions,

      The main point of walking simulators is to enable the player to gain control over a character or environment as a whole in order to add upon the theme if environmental storytelling in a more engaging way. In this way the walking simulators are exploring complex themes from the point of view of the character, opening up the possibilities for the player to engage with the game in a more cinematic way.

  2. Sep 2024
    1. But the unsolvable maze does hold promise as an expressive structure.

      Stand different from adventures with anxiety since unsolvable maze does not prevail as a feature in the game even with the freedom of choice.

    2. The postmodern hypertext tradition celebrates the indeterminate text as a liberation from the tyranny of the author and an affirmation of the reader’s freedom of interpretation.

      The Postmodern hypertext can be translated as a freedom of choice that a reader holds which directly reflects the purpose of adventures with anxiety in serving as a game that interplays liberation from anxiety with the liberation from the tyranny of the author