The use
of micro-narrative objectives in “Gone Home” did not engage me in
the game as a player.
Most of the micro-narrative objects supported the diegesis but didn't add anything new or interesting to the narrative.
Most of the micro-narrative objects supported the diegesis but didn't add anything new or interesting to the narrative.
As the
player searches through the house they can find a “cassette” that
one of the story nodes explained was a gift from Lonnie to Sam
containing her favorite music. Once the player puts the cassette
into a cassette player it plays the music which makes the diegesis
feel realistic but makes the micro-narrative feel meaningless as it
doesn't add anything more to the narrative.
The
story nodes the player finds by searching throughout the house are in
a particular order and if the player finds them in the wrong order
can make the narrative feel jarring and makes the player lose their
agency.
Throughout
the game the micro-objects the player finds seem to be building up
for a believable horror narrative; when the player finds the “basement”,
they find a table with a pentagram drawn on it and candles sitting on
top and some of the letters the player finds mention an Uncle who had
died inside the house. All of these micro-narrative objects give the player the impression
that the diegesis is setting up for a convincing “horror”, but once the
player reaches the end and finds the final story node all of this
built up becomes meaningless as the story was more about Sam running
away.
"Gone
Home's" micro-objectives did not engage me as they didn't add to the
story, they just supported the diegesis. The objects make the game believable
but not engaging.
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