Group 4
- less challenge within walking simulators forces players to pay attention to the environment more - in games like Gone Home, we are able to notice small details due to the slow pacing of the story. (126)
- there is usually less or no ui in walking simulators - as so not to detract from the story that is unfolding. In Gone Home, there's only one menu that is able to be accessed. (119)
- Gone Home chooses to have the player in first person - yet the person we play as isn't even the main character (130, 132)
- in the beginning scenes of Gone Home, it seems like a survival horror game, with all the flashing lights, thunder, and darkness. This contrast to what the game is really about, a game of discovering what happened really gets the player to tense up and really expect something to happen at every corner - yet nothing happens. It makes the player want to find out what horrible thing happened to the family, despite its normal-ish ending. (131)