Making notes on Reed, Murray, and Salter's "Gone Home? Walking simulators and the importance of slow gaming
2. p.129-Walking simulators reduce agency by only having one narrative ending, as Gone Home does, but they are more honest in that they never present the illusion of agency. This is especially true with Gone Home, which never pretends the player has any agency over the story; the player is simply wandering through her house exploring a story that has already gone by.
3. p.128-permalife/no way to get better. If someone is trying to beat the system, it takes them out of the story and forces their perspective into being someone playing the game, rather than viewing the world through the eyes of the character they play. by removing this immersive breaking aspect of game design, then creators are making it more likely that the players pay attention to the story, rather than mechanics.
4.