The nature of narrative in games is a queer thing. Conventionally our culture engages with
narratives in a didactic fashion: someone tells us a story and we listen to
it. If we're prompted for input, we
provide it, but most of us, when we think of experiencing a story, think of
receiving that narrative from a speaker (or writer). Games aren't terribly good at delivering that
kind of experience, or at least they're not better at it than the mediums that
developed those didactic storytelling techniques. There's no real advantage a game has over a
book at presenting text to a reader or any advantage a game has over a movie in
presenting moving pictures to a viewer.
Yet we're drawn to this medium, to the manner in which it tells stories,
for some reason. We're drawn by its
interactivity, often graceless and unrefined in its application, often
absolutely disconnected from the didactic narrative throughline of the work
itself. We play games because they let
us participate in forming a story, and we participate in forming these stories
even when it seems like we're relegated to contributing to them outside of the
area of the story that is being told.
The end result is that the story of most games isn't the story the
developer wanted to tell; rather, it's the story we're telling alongside the
developer's story. The action within the
cutscenes and the action sparking in our imagination exist separately,
sometimes even directly in conflict with one another.
It's notable then when a game accepts the fluidity of player
input in its narrative structure or, even better, builds its narrative around
this fluidity. It's rare to see that in
big box releases. Epic open world games
like the Fallouts and the Elder Scrolls games permit you to do
this to some extent, but they've always got those pesky central plotlines
running through them, yipping at you like dogs, often irrelevant to the story
you've been building on your own. Bioshock built a story that fit
masterfully into notions of these mechanics of interactivity, and
simultaneously building in a narrative of imposed activity and a framework for
its subversion. But I'm hard pressed to
assemble a list of relevant titles that extends much further, and the reality
is that I can't really say that indie games do much better. It remains an exceptional event when I see a
game that blends story with gameplay in a way that truly feels whole and
meaningful; it's unusual to see stories told in video games that cannot be told
more aptly in other mediums.
Enter Gone Home.
Gone Home appealed
to me at first for, of all things, its soundtrack. I'm a big Riot Grrl fanboy, with burning
crushes on Carrie Brownstein and Allison Wolfe and an inappropriate amount of lo-fi
music with ladies screaming vocal fry over heavy bass lines on my i-Pod. The social movement and ethos represented by
the Riot Grrl has always been appealing to me, representative of that rarest of
unicorns: a sex positive women's rights revolution that produced art worth
listening to on its own merits. But Riot
Grrl music, like cake, is best in bits and pieces. Gone
Home gets that, really gets that. It
gets how soundtracks should work in games, as elements of emotional catharsis
and counterpoint, and as aspects of the environment rather than impositions of
a supersystem managing every affair the player is engaged with. Hell, Gone
Home gets everything about how to tell a story within a game, from how to
blend play into narrative, and how to permit play to influence narrative.
Normally, some sort of plot summary is necessary to
effectively disseminate information about a game, but Gone Home presents a particular challenge, since the play and the
story are so thoroughly intertwined that to reveal the narrative to anyone is
to compromise the experience behind the game itself. This is no grand series of systems that
you'll interact with for the simple joy of play, this is a means of
communicating a narrative. Spoilers, often
irrelevant when discussing modern games with derivative stories you can figure
out from their intro cutscenes, would actually compromise the experience of Gone Home.
So, no plot summary, no hints beyond the boiler plate:
you're a young woman returning home to a sprawling house that your family moved
into while you were studying abroad for a year in Europe. You're effectively an outsider in this new
place, and something of a stranger to your family. The game unfolds as you explore the empty
house, looking for an answer to the question of where is everybody?
There have been a number of solid reviews praising the
simple, human storytelling, and Gone Home
ties quite neatly into my discussion two weeks past of female characters and
notions of how we understand relationships in video games. That word, human, is perhaps the best way to
describe why Gone Home is not only
unique within, but crucial to the medium: games are great at presenting us with
sweeping, epic narratives and permitting us to enact power fantasies, but
they're often quite bad at dealing with issues of every day life and of
commonplace, important questions about who we are as people. There are moments in games that run counter
to this, certainly: the story behind the ancient guardian of Zion Valley in Fallout: New Vegas' Honest Hearts DLC,
the Father of The Sorrows, comes to mind.
But even within that framework, that human story about loss and love is
at most a tertiary concern within a downloadable content package for a much
larger game. We, as gamers, are used to
seeing things with big stakes that deal with big issues dissociated from our
daily experiences.
Gone Home is
unbelievably relevant and significant to the experience of existing as a person
in the world today. It captures more
honestly, and perhaps more perceptively, the experience of both being an
outsider in your own home, of being a young woman discovering herself, of being
a failing an unhappy creative, of being a part of an unhappy marriage, than any
game I've ever seen before. In fact, I'd
say that it outdoes Franzen's The
Corrections in its exploration of the pabulum dysfunction of the American
family. The Corrections presented sweeping, epic bombast at the heart of
its dysfunction, bringing in big social questions of feminism, genocide and
war, and senility as it investigated richly drawn characters. Gone
Home is exclusively concerned with its minute cast of characters in its
parochial setting. The understanding you
develop for them emerges as you explore the space they inhabit, piecing
together the framework of their lives from the scraps of their daily business so
that you can understand both who they are and how they're changing. The end result is something that speaks to
the core of what it means to be a person in the modern world without ever
heightening the stakes: Gone Home is
a game about an experience you might very well have in your lifetime. This is what games allow us to do that other
mediums do not: they present a framework for narrative formation through participation
unmatched by other mediums. Poems come
closest, but they maintain crucial elements of authorial "purpose" or
guidance (with some notable exceptions).
Only games truly allow "readers" to map out their own
narratives, and it's a shame that more of them don't take advantage of this
freedom, this necessary aspect of their construction.
There's something remarkable about games that we seem to
have trouble really discussing, something powerful and important about the
interactivity that qualifies the experience of playing a game as being truly
game-like. It's rare to see that
interactivity developed effectively into a means for telling a story, and even
more uncommon to see a story so important, so relevant, and so given to
discussing oft ignored groups in a real, human, low stakes way. Gone
Home is not bombastic or epic. It
isn't sweeping, and it won't shake your world to the core, but it is important
in a way that few games are, in part because it tells a story about the people
who are usually don't get to see in games: normal people, especially women, who
make up more than half the cast of Gone
Home. It's a real and grounded piece
of storytelling in an industry that seems obsessed with ever increasing
bombast.
Gone Home
shouldn't be so singular in the landscape of games, but it is. Like a good short story or a good novel, it
evokes something with its simplicity, and it does so with an ease that makes me
shiver. It's a good game, a very good
game, that showcases what games can be, what they offer to the artistic
conversation that is culture that no one other media does. I wish Roger Ebert were alive to play Gone Home, to see if some part of him
sparked at its cautious, engaging, simple exploration. I'd like to think that he'd finally
understand something about what it is to play a game, to meaningfully inhabit
another's skin for a few hours and to come away from the whole experience with
a greater understanding of oneself. But
I am nothing if not a bombastic, optimistic mouthpiece for the storytelling
potential of games, so take that fantasy with a grain of salt, or ignore it
altogether. As long as you play Gone Home, we're cool.
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