Gone Home dev is making another first-person exploration game
216 replies, posted
[img]http://images.eurogamer.net/2013/articles/1/6/9/7/9/0/3/gone-home-dev-is-making-another-first-person-exploration-game-140719068917.png/EG11/resize/600x-1/quality/80/format/jpg[/img]
[url]http://www.eurogamer.net/articles/2014-08-04-gone-home-dev-is-making-another-first-person-exploration-game[/url]
[quote]Gone Home developer The Fullbright Company has revealed that it's next project will be an "immersive, first-person story exploration game," not unlike Gone Home.[/quote]
[quote]"As with Gone Home, our focus is on immersive, first-person story exploration games and we are looking to expand the aesthetic experience to include the player sharing the playable space with subtle, expressive, high-fidelity characters."[/quote]
Can we expect a multiplayer deathmatch mode?
[editline]5th August 2014[/editline]
[quote]we are looking to expand the aesthetic experience to include the player sharing the playable space with subtle, expressive, high-fidelity characters[/quote]
Ok, but how do I kill them?
[editline]5th August 2014[/editline]
Hopefully there will be a good selection of kickass assault rifles and alien blaster guns, Gone Home's range of weapons was a bit of a disappointment to be honest
I guess the plans for a Gone Home MOBA fell though.
no dont really its ok
can't wait to get furious at this for being different to 95% of games i could just play if i wanted an action game
...Oculus Rift support?
really hoping it's a side scroller
A first person walking simulator centered around exploration and the unsolving of mysteries could be interesting if it wasn't done by pretentious dickweeds that are more preoccupied by looking artsy fartsy than by creating interesting environments.
Now to hope they've learned their lessons with gone home.
Add multiplayer so it's a group of people walking around a house picking shit up. It'll be the closest some of us will ever get to being at a party
I wonder If they'll actually make it longer than say, 50 minutes this time.
Who the fuck am I kidding, they'll charge £20 for a 1 hour game and people will eat it up.
[QUOTE=Laferio;45594609]really hoping it's a side scroller[/QUOTE]
I think it should have those cool pixel graphics and a chiptune soundtrack.
[QUOTE=Dr.C;45594625]Add multiplayer so it's a group of people walking around a house picking shit up. It'll be the closest some of us will ever get to being at a party[/QUOTE]
[img]http://imgkk.com/i/fwi4.jpg[/img]
if it's another lesbian fanfiction i'm busting a nut
[QUOTE=Ganerumo;45594620]A first person walking simulator centered around exploration and the unsolving of mysteries could be interesting if it wasn't done by pretentious dickweeds that are more preoccupied by looking artsy fartsy than by creating interesting environments.
Now to hope they've learned their lessons with gone home.[/QUOTE]
They haven't. Otherwise, they would've gone home.
oh boy cant wait for more undeserved "10/10 gotyay must buy"
[QUOTE=Ganerumo;45594620]A first person walking simulator centered around exploration and the unsolving of mysteries could be interesting if it wasn't done by pretentious dickweeds that are more preoccupied by looking artsy fartsy than by creating interesting environments.
Now to hope they've learned their lessons with gone home.[/QUOTE]
Truly pretentious people don't learn from criticism. They believe that everyone else just doesn't understand their incredible visionary work.
guys I have the early script to the whole thing
The main character turns out to visit Tumblr and killed her lesbian Cis sister because she didn't check her privilege in Tumblr
Maybe they could replace the romantic elements of the storyline with a fictional war, and also tweak the gameplay slightly so that instead of directly manipulating objects yourself you order others to manipulate the environment from above. Instead of collecting clues from books and things around the house you could be collecting money or something similar like a mineral of some kind, and also scrap the house and set it in a much larger environment and add an enemy force to the game. To top it all off, instead of calling the game something like Gone Home, call it Red Alert 2
11/10 Revolutionizes storytelling in an interactive environment and makes you think about the depth of the human psyche when revolving around a deep story about your relationship with a misogynistic husband who comes home each night and beats you.
Game of the year.
the irony of people in this thread calling someone/thing pretentious is making me laugh
why is it making you laugh?
[QUOTE=Laferio;45594718]why is it making you laugh?[/QUOTE]
meta humour, you wouldn't understand
Spoiler: In the end it turns out she's trans and black
[QUOTE=Eric95;45594732]Spoiler: In the end it turns out she's trans and black[/QUOTE]
It's like a new age Metroid!
Without all the fun things.
get korn or limp bizkit to do the ost
I hope it's even more pretencious. That was the star feature of the last game, and of the developer itself.
can't wait for the 1:30 speedrun
I don't know about anyone else, but the problem I personally had with Gone Home when I played it was the sheer lack of any control, influence or player importance. Telling a linear story that progresses as the script follows it and the audience just watches is fine for a movie, but a game needs more audience involvement. The big difference between a game and movie is that a game gives its audience control, choice and power over the world and story, even if they are all infinitesimal in magnitude.
I can easily play and enjoy a game without guns, violence or physical conflict. But the crucial thing is, it has to be a game of some sort, even vaguely. Games are, at their core, about choice even at the tiniest possible level. No choice, no game.
Stanley Parable is a good example in that it's similar to Gone Home, but it's actually a full game because it gives you the kind of control and choice that's integral to gaming as a whole. You have limited visible options, but you can choose any of them that you want freely, and even find a couple hidden options that you're rewarded for finding. The narrator comments on all of your choices or lack thereof, and what you're doing means something, even if only a tiny something.
Gone Home, on the other hand, was basically a short film where you played as the ADD-crippled cameraman. No influence, no control, just roaming around in a linear fashion til you hit the fixed end scene, possibly hitting some or all of the side-info on the way through. Your only choices were "watch a movie", or "watch a slightly longer movie". Dear Esther had the same issues as well.
"Play", "Pause", and "DVD Extras" buttons highlighted on a TV remote do not a game make.
[QUOTE=Crash155;45594761]can't wait for the 1:30 speedrun[/QUOTE]
It's like my speed run of a book where I flip through all the pages without reading them. Because you know, the whole point of the book is to read through it as fast as possible.
[QUOTE=TurboSax;45594791]I don't know about anyone else, but the problem I personally had with Gone Home when I played it was the sheer lack of any control, influence or player importance. Telling a linear story that progresses as the script follows it and the audience just watches is fine for a movie, but a game needs more audience involvement. The big difference between a game and movie is that a game gives its audience control, choice and power over the world and story, even if they are all infinitesimal in magnitude.
I can easily play and enjoy a game without guns, violence or physical conflict. But the crucial thing is, it has to be a game of some sort, even vaguely. Games are, at their core, about choice even at the tiniest possible level. No choice, no game.
Stanley Parable is a good example in that it's similar to Gone Home, but it's actually a full game because it gives you the kind of control and choice that's integral to gaming as a whole. You have limited visible options, but you can choose any of them that you want freely, and even find a couple hidden options that you'rere rewarded for finding. The narrator comments on all of your choices or lack thereof, and what you're doing means something, even if only a tiny something.
Gone Home, on the other hand, was basically a short film where you played as the ADD-crippled cameraman. No influence, no control, just roaming around in a linear fashion til you hit the fixed end scene, possibly hitting some or all of the side-info on the way through. Your only choices were "watch a movie", or "watch a slightly longer movie". Dear Esther had the same issues as well.
"Play", "Pause", and "DVD Extras" buttons highlighted on a TV remote do not a game make.[/QUOTE]
Yep, unfortunately it was more like a 3D book you play on your computer than an actual game. Just like how you don't have much choice or influence in what happens in the book. But I doubt that it was ever intended to be something that elaborate for the first game from a company.
[QUOTE=TurboSax;45594791]The big difference between a game and movie is that a game gives its audience control, choice and power over the world and story, even if they are all infinitesimal in magnitude.
I can easily play and enjoy a game without guns, violence or physical conflict. But the crucial thing is, it has to be a game of some sort, even vaguely. Games are, at their core, about choice even at the tiniest possible level. No choice, no game.
[/QUOTE]
Gone Home had choices, but the outcome of those choices was either finding or missing backstory instead of having to restart at a checkpoint or getting a different ending, as is typical in other games. That seems to fit your requirement for infinitesimal choice.
Sorry, you need to Log In to post a reply to this thread.