![]() ![]() Since it is open exploration and you can pick up almost any item in any order or not pick up some items, it seems like the narrative is told in a non-linear way. Throughout the game, you have to explore the house and find clues left behind by your family. Every piece of narrative is spatially separate but it is up to the player to bring them together and find connections.Ī question that arose for me while thinking about Gone Home and its use of spatial storytelling is if it can really be considered non-linear. Only by picking up these pieces of information and understanding them can the narrative begin to unravel and be told to the player. After picking up certain objects, a voiceover by Sam from her journal is automatically triggered where it appears she is talking directly to Katie. Every piece is important to consider in this situation the game is framed in. Every object contains some piece of information that is personal to the main character or her family. There are various objects throughout each room in the house, such as journals, letters, and other typical household items. The elements contained in the environment are important to the narrative and its structure. These can only be found within the personal space of the family home set in the game. There are many more stories told in the walls of the house and the belongings of the family. There’s the story of Janice and Terry’s marriage falling apart. There’s the story of the ghost in the house. There’s Terry’s story about his book publishing career crashing. There are various stories told throughout the game. There isn’t just one linear story to be told. ![]() The entirety of the game takes place in it. ![]() The environment of the home as its overarching narrative architecture is exclusively used in Gone Home. Elements in Gone Home that enable its spatial storytelling include the use of the home, the exploration mechanic, the scattering of information throughout the house, and the feeling of non-linear progression. Gone Home is a game that effectively uses spatial storytelling and it is used by other popular video games as well. Spatial, or environmental, storytelling is storytelling done through spatial elements that describe and shape the narrative. The horror narrative trick is possible because Gone Home uses spatial storytelling in its narrative and design. The game makes you become a detective where you find clues to figure out the mystery of your missing family, your presumed goal. The immediate narrative of the game is you are a young girl who is trying to find her missing sister and parents through clues in a house you’ve never even been in before. However, the game isn’t a scary horror game, which we find out as we continue playing and find no danger to the player. The house is dark and empty, the character doesn’t know what happened to her family, and there are mysterious sounds and flickering lights sometimes. Anyone who is familiar with horror would recognize the elements included. Initially, Gone Home feels like a scary horror game. Meanwhile, the atmosphere stays uneasy with tension throughout your journey. The main story in the game is you should look around the house and figure out where your family has gone. As the character, you can interact with objects, pick them up and inspect them, walk around, basically everything you should be allowed to do in your own home. The beginning of the game introduces exploration and looking for clues as its main mechanics to enter the house and progress further into it and figure out where everyone has gone. ![]() The game opens up to you standing in front of the doorway of your house, having just arrived from a trip abroad to a dark and empty home on a rainy night. Gone Home is a first-person exploration video game, or interactive exploration simulator as described on Steam, developed and published by The Fullbright Company. Group project summary, by leader Guadalupe Godinez ![]()
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