3 Matching Annotations
  1. Feb 2025
    1. Sam’s words, though addressed to Katie, are also aimed at the player, serving  as an invitation to connect and respect Sam’s choice. The request not to “hate me” is particularly poignant, given that the essential absence goes unfixed. There is no further opportunity for either confrontation or affirmation: the player cannot reach out, or in any way repair or bridge the family’s disconnections.

      While I was playing Gone Home, I definitely felt like by the end of the game, I was Katie uncovering all of the secrets of my family and discovering what had happened while I was away. I was hoping that at the end of the game, we would be able to find and speak with Sam, and when I realized that we wouldn't be able to, I felt disappointed. For me, that changed the meaning of the game from a mystery game to something even more thought-provoking. I wonder what the thought-process behind the creators' decision was and why they chose to end the game that way. What message were they trying to send to the players?

    2. Simply put, you cannot become better than someone else at a walking simulator, and this lack of a mechanism for dividing elite from noob might be what’s really behind some critiques complaining about the lack of gameplay.

      I found this quote interesting because it made me think more of what the "point" of a game really is and what defines a game. Does there need to be a winner to be a game? Is a game about skill or discovering a deeper message and theme? I feel like the definition of a game is loose- you don't have to discover a deeper message or heavily engage with a storyline in order for it to be a game (like Pacman, Tetris). However, I think that a game without a winner is still a game, even if it focuses more on the plot/storyline and less on skill/ a winner and loser.

  2. Jan 2025
    1. A mysterious peddler on one of the lower levels holds a talisman needed to get into the highest chamber. You must have it with you while you stand on a special spot that is hidden in the patterning of the floor. If you forget to get it, you must retrace your steps through many perils. The game is like a treasure hunt in which a chain of discoveries acts as a kind of Ariadne’s thread to lead you through the maze to the treasure at the center. (11)

      It's interesting how a maze-based story game requires the reader/player to follow a specific order of events to progress through the story/game; if not, they must retrace their steps to see what details they may have missed.