Games Are for Everyone, Part #576,241
From Steve Gaynor’s GDC talk entitled Why is Gone Home a Game?:
“There’s a quote from a PC Gamer writeup that I’m proud of…
‘It’s been said that Gone Home subverts our expectations of what a game experience should be in order to tell a different kind of story – but what I like most about it is that it’s not about throwing away what games are good at. Games are a form of communication that demands mutual participation. Good games expect your critical engagement, and treat you like someone capable of interpreting situations and environments intelligently without the need for hand-holding. There’s something positive and hopeful about entertainment that wants you to be active, not passive.
Gone Home is, as much as any other game on this list, a game about making choices. Not which soldier to turn into a robot, but where to go, what to look for, what to choose to attribute meaning to. It’s about following lines of potential through to the point where you discover what is, a drama that celebrates the things your brain is doing when you’re switched on and engaged with the world.’
To have made something that’s trying to do that stuff and see a writer extract that from it–you can’t ask for anything more.
I don’t think that every game needs to be like this. I don’t think there’s any single solution to what a game should be. I think what’s beautiful about games is they are all so different from one another…but I hope that Gone Home gives us one example of a game that, through relatability, usability, accessibility, and attention to craft, we can draw in new, different audiences and show them why this stuff matters so much to us. And I think that’s worth fighting for."

Notes
zusty liked this
omgcolostomeboy liked this jervo liked this
agameofme posted this