Year: 2013 Publisher: Fullbright Developer: Fullbright Creator: Steve Gaynor Country: US Genre: Adventure, teractive fictn Platform: PC/Mac Gone Home, a first-person teractive adventure game veloped by Fullbright, foc on the exploratn of a mansn Portland, Oregon 1995. Users assume the first person POV of Kal. As Kal, a 21-year-old whose fay was willed…
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RACG TO PRERVE THE HISTORY OF MAE’S 1ST GAY RIGHTS ANIZATN
I have some thgs to say about this game and the rponse has gotten as a gay man. First of all, I do agree shouldn't be $20. I thk somewhere closer to $10 would be appropriate. Sendly, I thk people unrtimate the amount of gam that have a story or protagonist foc on an explicly, non-choice homosexualy. There are some popular gam the days (Mass Effect 3, Dragon Age (1 or 2? * gone home lgbt *
I have some thgs to say about this game and the rponse has gotten as a gay man.
Sendly, I thk people unrtimate the amount of gam that have a story or protagonist foc on an explicly, non-choice homosexualy. ) where you n choose to be gay, if you want, as not to upset people too much.
* gone home lgbt *
What was the last game that had a somewhat major/important character that was homosexual explicly, not by choice of the player?
Here's the few that I uld thk of (excludg Gone Home): Kanji om Persona 4 (even then, a lot of people argue about this) Gay Tony om GTAIV: Ballad of Gay Tony Wallace Wells, Roxanne Rcher, and Steven Stills om Stt Pilgrim vs. Even so, I n't even thk of a homosexual protagonist om a AAA-game that is non-choice. Now, you may be sayg (and a lot of people have other discsns about homosexualy gamg), "Romance and sex isn't necsarily apart of gamg and shouldn't be all the time.
The crease the number of visible gay and trans people is sometim treated as a cursy or a e for ncern by crics, but ’s not a surprise. It’s normal. * gone home lgbt *
Now, before you wre me off for g that word (as some people seem to do when this word is ed), put yourself the sho of a gay man or woman.
You have to realize that you, as a straight male/female, have never been forced to play as a gay man or woman, yet gay men and women have been forced to play as a straight man or woman many, many 's rehg to get a game like this where homosexualy is an important part of the story. Awful Lot of Heterosexuals around Here[A Gay History of GamgEDIT: Fot this excellent Extra Creds vio talkg about this topic:Sexual Diversy Vio GamEDIT: Another great article I found, this time about this game specifilly:Fdg Someone Like Me Gone Home[. Two of are women and one of is gay.
Creator: Steve Gaynor. LGBT is still a popular term ed to discs genr and sexual mori, but all GSRM are wele beyond lbian, gay, bisexual, and transgenr people who nsent to participate a safe space. Gone HomeEnge:UnyReleased:Wdows, OS X, LuxPlayStatn 4, Xbox OneNtendo SwchiOSGenre:Adventure, exploratnMos:Sgle-playerDigner:Steve GaynorProgrammer:Johnnemann NordhagenComposer:Chris RemoGone Home is a first-person exploratn vio game veloped and published by The Fullbright Company.
Steve Bull once raced agast time to try to save the memoirs of one of Mae's gay rights pneers. His trip led him down memory lane. * gone home lgbt *
Fullbright was found by Steve Gaynor, Karla Zimonja, and Johnnemann Nordhagen as "The Fullbright Company".
Gaynor nsired their prev work on the BShock gam as effectively the pre-productn stage for Gone Home, allowg them to plete wh seventeen months.
The rapid velopment was aid by first prototypg the game s HPL Enge 2 (which Gaynor had prr experience wh), before pletg the game the Uny 4 game enge. The player would have been able to change the state of the hoe through their actns; Gaynor pared this ia to a non-bative System Shock game.
The crease the number of visible gay and trans people is sometim treated as a cursy or a e for ncern by crics, but ’s not a surprise. It’s normal. * gone home lgbt *
[5] Craig's wife Ey Carroll, a ic artist whom Gaynor was a fan of, also assisted by signg some of the game's art asset and logos. Narratively, Gone Home was signed around fay; Gaynor had stated that for all the science fictn trappgs of Merva's Den, s re narrative was about a man, his wife, and how the man's past was affectg that relatnship, and ed the same approach for Gone Home.
Addnally, they tablished that the fay had only recently moved to the home; Gaynor had worried that the player would have difficulty intifyg key elements that would be prent among all the other objects wh a well lived- home, while wh a recent move, only objects of immediate importance would have been unpacked, makg easy for the player to foc on the. Gaynor said there were mysteri about s rints that people uld put together om examg the state of the abandoned home. Gaynor stated that Merva's Den was more foced on environmental storytellg than actn-driven gameplay, and set the approach and necsary sign elements they need for Gone Home.
[11] Gaynor also nsired the approach that Lookg Glass Studs ed for velopg immersive sims. [13] Gaynor was aware this approach to a game would be nsired unnventnal, so they did not set out to make somethg avant-gar but stead more as a proof of ncept that such gam uld be immersive to draw the player to fully explore and e to unrstand the narrative themselv. [4] [16] The game's origal mil sre was posed by Chris Remo, Gaynor's iend and -host om the Idle Thumbs podst, and featurg over 30 mut of mic that acpany the game's ma exploratn gameplay, wh unique mic also sred to each of the game's d logs.