Summarizing 4
“Veale also argues that the game draws on the concept of museums and exhibitions, shaping an experience of the setting through elements rarely presented in games:
Exploring the house is the same thing as exploring the story, because the narrative is architectural, both because the story is distributed throughout its structure, and because different areas have been personalized by different people living there: the house exists as a core sample of one year in the life of your family. It is filled with the same detritus we expect from every-day lives (Reed et al. 132)”
Summary: Reed et al. references Veale's argument that the house in Gone Home itself and the surrounding environment is very important to the gameplay. The existence of mundane, ordinary objects in the house help the player feel connected to its museum-like environment, and therefore the story, because of the familiarity of the objects "exhibited" (132).