Gone Home also plays with player agency by subverting expectations about danger and complicity.
We've talked about this concept of subverting the genre of horror in Gone Home a lot in our previous discussions, but I want to emphasize again how important this mechanic was to the plot of the game. Instead of just a "walking simulator," Gone Home felt like a walking simulator with a pinch of cortisol. The subversion of genres made the storytelling much more effective, and the walking part of the game set the tone for a serious conversation by creating a space for the player to become curious about the story’s details by slowing the pace.