Respect the environment.
Making a game with no puzzles, no combat, and no action to speak of in order to tell a specific and carefully crafted story seems like such a simple idea, and one that could easily turn out to be pretty boring. Luckily, the creators of Gone Home have been paying close attention to the powerful little vignettes stuck in the cracks of other games that have come before. It’s the little notes left in Skyrim’s caves and the journal entries in Myst that paved the way for Gone Home to turn those little nuggets into a pretty amazing story.
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