Class Scalar Workbook (Section 119)

Direct Quotations

Throughout the play through of Gone Home by the Fullbright Company, it follows the format of a walking simulator. Reed et al examines how “The game asks the player to confront prejudice without any ability via in-game mechanics to resolve it.” (130). This means that the player can see the prejudice but does not have any way to act on it to fix the prejudice. This method of content presentation creates a sense of investment in the storyline and builds empathy for the consumer. Since you can't do anything to solve problems in the game it is very easy to empathize with the other characters in the story.

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