4 Matching Annotations
  1. Oct 2024
    1. making similar demands on the reader/player to construct identities and narratives out of competing (and even conflicting) perspectives.

      I see Gone Home as working similarly to many mystery books, which could be the reason why many people craving the familiarity of structured games may not enjoy the walking game genre. The player is somewhat forced to piece things for themselves instead of to follow the game's plot. Even in horror games, the goal is often to "survive" or to "not get scared," yet Gone Home didn't fall into any obvious category at first glance.

  2. Sep 2024
    1. This kind of narrative structure need not be limited to such simplistic content or to an explicitly mazelike interface.

      Really mazes can come from a variety of different settings, is this why they are probably one of the most popular form of in-game storytelling?

    2. You operate an avatar who walks through the palace rooms, whose tiled floors and ornately decorated corners often hide treasures that are tricky to perceive.

      The reason for why mazes are so interesting is that there are reasons to uncover every corner of the 3D landscape you are exploring, with a risk reward factor involved.

    3. The desire for agency in digital environments makes us impatient when our options are so limited. We want an open road with wide latitude to explore and more than one way to get somewhere.

      I think this is an interesting idea. When Murray mentioned the story telling allure of the Odysseus story, she mentioned how Odysseus finding his way out in a seemingly impossible situation was what made the story so powerful. Even if the story only led to one ending result, it still excited readers. However, the maze's shortcoming was this very aspect of the adventure--that it had only one end result.