Questions to Consider:
- What other games have you played in where the story was affected or not fully delivered based on your style of playing?
- Jenkins states in his essay Game Design as Narrative Architecture that “part of game design is finding artful ways of embedding narrative information into the environment without destroying it’s immersiveness and without giving the player the sensation that they’re being led around by the neck” (Jenkins p10). Do you feel that gone home was effectively immersive? When, if ever, did you feel you were being led?
- Is Speedrunning Cheating?
- Based on Jenkins definitions what type of Narrative is Gone Home? Why?
“Gone Home: Original Soundtrack, by Chris Remo.” Chris Remo. N.p., 22 Oct. 2013.Web. 03 Mar. 2017.
Gone Home. The Fullbright Company. 2013. Video Game.
Irwin, Jon. “Devs discuss the history and the future of so-called ‘walking sims'”
Gamasutra: The Art & Business of Making Games. N.p., n.d. Web. 19 Feb. 2017.
Jenkins, Henry. “Game Design as Narrative Architecture.” First Person: New Media as Story, Performance, and Game. Eds. Noah Wardrip-Fruin and Pat Harrigan. Cambridge: MIT Press, 2004. 118-30.
Llobera, Joan1, firstname.lastname@example.org, et al. “Telling Stories within Immersive VirtualEnvironments.” Leonardo, vol. 46, no. 5, Oct. 2013, pp. 471-476. EBSCOhost, doi:10.1162/LEON_a_00643.
Polansky, Lana. “The Poetry of Created Space.” Bit Creature. 5 October 2012.
Scully-Blaker, Rainforest. “A Practiced Practice: Speedrunning Through Space With deCerteau and Virilio.” Game Studies. N.p., Aug. 2014. Web. 16 Feb. 2017.