Gone Home Critical Play

“Gone Home” successfully creates a mystery that the player is compelled to solve through exploration. The game focuses on the narrative with simple mechanics like inspecting items and opening doors.

 

One of the key strengths of “Gone Home” is its use of loops and arcs to keep the story moving. As I was playing the game, I tried to recognize some loops and arcs. A loop I found was at the beginning when the game prompted you to open a door, then inspect an item, then go look for where that item leads you. This discover->read->explore loop was a very core and simple mechanic in the game that would loop over and over again to develop the player’s skill in finding more clues about the story. The game encouraged me to explore the various rooms and objects in the house, each of which contains clues and information that gradually reveal the story of what happened to Kaitlin’s family. 

 

The architecture of the setting also plays a crucial role in controlling the story. While exploring the house, I found the realistic and eerie design/color of house/weather made me feel alone. The setting is also used to create tension and suspense because I never knew what I would find next.

 

The mechanics of “Gone Home” are designed to support the mystery. I was given limited information at the outset, with the game encouraging me to piece together the story through exploration. The game also uses audio cues, lighting, and environmental design to create a sense of tension, helping to keep the player engaged and invested in the story.

 

A particular high for me in the game was when I accidentally opened a drawer in one of the rooms and found secret messages written by a family member. I think this was a high moment for me because I wasn’t planning on finding this info, I just stumbled upon it. I’ll call this the “accidental discovery” mechanic that gives the player a type of fun of getting more information.

 

“Gone Home” is a great example of how narrative can be woven into the mechanics of a game. By using loops and arcs, setting, and mechanics, “GoneHome” creates a compelling story and game.

 

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