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Gone Home

An exploration game told through notes and household objects.

App Store2 sources

Where Gone Home comes up2 episodes and tests

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit testCommanding Shepard
At a glanceGone Home let players assemble the story from objects
  1. 1Find notes and receiptsHousehold objects hold the whole story
  2. 2Fill in the blanksPlayers connect the clues themselves
  3. 3Discover in random orderEach player finds things differently
  4. 4Story feels personalProof objects alone can carry a game

From Gone Home page notes on environmental storytelling

What was said about Gone Home

  • Gone Home told its whole story through notes, receipts and household objects. Players fill in the blanks from the notes and receipts they find. The random order in which things are found makes the story feel personal to each player.

    It is cited as proof that environmental storytelling alone can carry a whole game.

  • Gone Home closes an intimate note to show player and protagonist are separate. When the player starts reading an intimate note from Sam about her girlfriend Lonnie, the game forcibly closes it because protagonist Katie does not want to read it.

    It is a throwaway joke, but it raises the question of who is in charge, the player or the protagonist. It is raised in a talk about Mass Effect, where that question is the main subject.

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