Review of Gone Home through the eyes of a historian and how the methodology of history parallels to the mechanics of the game. Can be linked to how we construct narratives and player-authorship.
Everything Gone Home
A study of Gone Home and its position in the games industry.
Most recent stories in Everything Gone Home
Gone Home as a horror game. Reading unlike what I later saw it as though I agree the mysterious feeling was a constant buzz that would only slowly fade out as you figured out what had happened, at the end that horror would be gone. You could link it to familiarity through observation, the main mechanic of the game. http://normallyrascal.com/2013/10/23/gone-home-a-tale-of-three-games/
Very in depth and makes an interesting analysis and judgement on the depth of Gone Home's narrative. After all, it's Ian Bogost. Especially would like to highlight his comment that it got a big response from the LGBT community for being representative of their experiences. This is "the game" for them. And yet, narratively speaking, it is not fantastic. So what does that say about this niche? Gone Home managed to show there is a market for games targeted outside the archetypical "white male" and this market is craving games so much, they'll even accept lacklustre narratives. That is the power of identification.
Look at how narrative can be represented in games through Gone Home. Bounced off the idea that Gone Home works with narrative and identity to create a sense of presence.
On how gone home was created. Very interesting concepts of good game design and how it shaped the game. Why it couldn't be anything but a game.
Interesting run through of a player's experience in gone home. Touches on target market, identity, and presence as well as narrative poaching and queues. http://uk.ign.com/blogs/arieces/2013/12/12/retrospect-analysis-gone-home