3 Matching Annotations
  1. Last 7 days
    1. Gone Home also plays with player agency by subverting expectations about danger and complicity. The first moments of the game create a sense of mystery more frequently associated with survival horror: the abandoned house is cast as unnatural and threatening, with the player invited to explore it suspiciously, suspecting some external danger behind the apparent disappearance of the family. That danger, of course, turns out to be internal, not external. The player becomes the intruder in what should be a familiar environment

      Outlandish: This interpretation of this misleading horror element of the game 'Gone Home' is interesting for sure. But, I do wonder if the creators of the game meant for it to be intentional because I believe a majority of players felt this way.

    2. There isn’t a lot of, “Walk through a door, hit a trigger, and watch this thing happen.” Everything that changes your perception of what the game means is through you interacting with what’s there and having an effect on the state of the world that in turn affects you. (qtd. in Suel-lentrop 2017)

      The ability to interact with objects further elevates the story and environmental atmosphere of 'Gone Home', which made the walking aspect of the game much more meaningful to me.

  2. Jan 2026
    1. Walking through a rhizome one enacts a story of wandering, of being enticed in conflicting directions, of remaining always open to surprise, of feeling helpless to orient oneself or to find an exit, but the story is also oddly reassuring.

      I like the idea that a story with no end can be as exciting as it is confusing. I feel like as readers, we expect stories to have some sort of closure, which makes it even more intriguing when there isn't. There is no sense of direction, which is what makes the Rapture of the Rhizome very special, it's open to interpretation.