Scalar Workbook AIQS 120Main MenuIntroduction and table of contentsSyllabus and other informationIn-Class Worksheets and Work-throughsDigital Literature Reading Lista collaboratively made list of worksKristine Kelly704347a0fb0f4b5c42bc63d040b84f065ec3a67c
12023-10-02T18:56:01+00:00Group 46Daniel, Amber, Abigail, Alvinplain2023-10-11T18:39:04+00:00- extending the playtime through travel is inefficient/undesirable since the 2000s - people cutting down on travel times in games and adding teleporting, fast travel, etc. Although walking simulators feel very slow and there is nothing to interact with, the article introduces it as the opposite - adds to the story of the game. The space between major events in Gone Home allows to the player to reflect on past events and observe small details that both progress the story and build the story. You get to know each person in the family intimately, despite never meeting them in person. (115, 116, 118)
- 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)