Every walk is a chance “to assimilate the new into the known,” the fundamental precursor to that new perspective on the world that adventure games strive to induce.
The walking sim builds a story by piecing together different details, perspectives, and inferences so the players can craft a story to match the journey that they walked. In gone home, this idea of exploring and piecing together different pieces of information to find and uncover the truth but also different perspectives and versions of the story.