Category: PC

  • Gone Home – Interactive Storytelling

    Gone Home is a story experience, just as much as it is a game

    I’m probably a little late to the party, seeing as Gone Home was released in August of last year to mixed reviews, but I’ve finished the story just a few days ago. Playing Gone Home was an experience that has had me thinking ever since the credits rolled. What I really enjoyed about the game was how much it made me reflect on storytelling.

    Banana for scale?
    Banana for scale?

    In the story, you play the part of Kaitlin Greenbriar who has just returned home from a year abroad to… an empty house. Her family is nowhere to be found. As Kaitlin (you) explore the house, the story unfolds through digital clues scattered throughout the home. What sort of things have the family been through? Where have they gone? What have you missed in your time away?

    What really impressed me about this game was the telling of the story. Each piece comes through scraps of paper and letters scattered throughout the home. Each room (and there are quite a few in this mansion) becomes an adventure of its own, picking up objects, examining them and looking for clues about what exactly happened during your year of travel. The “world” (really just a large house) is a rich landscape of cabinets to look in, tables to browse, doors to open, and lights to turn on and off. In general it’s a peaceful game, although there are a couple of suspenseful moments. No violence or adult material here. Just a captivating story.

    An engaging story that kept me playing to the end

    Gone Home really captured my attention for the get-go. I was skeptical at first because I heard the game was pretty short (I completed the story in under an hour) but found that as I entered the front door I was immediately immersed in the “what happened” of the tale. The natural exploration of walking around and picking up objects and looking for clues never wore off. In fact, I’m ready to go explore again despite the fact that I now know what happened (or do I?).

    Moving through the house had the classic game elements of locked doors until you find the key and trying to remember where you’ve already been (not an issue for me, but I’m sure my wife will get lost several times while playing), but it didn’t feel forced. It was a natural progression of territory unlocking. It made sense. And so the story kept me engaged. Because the environment didn’t feel unnatural, it helped me be more immersed in the story as it unfolded.

    Storytellers take note

    The way Gone Home unraveled the story was probably the most interesting part. As I participated in the narrative revealing, I felt in control of the story to a degree (the rules of video games still apply). I was able to explore the story at the pace I wanted to. To casually move from room to room examining items or to race through the clues to find out what happened. There was some narrative built-in to certain objects as I picked them up, but ultimately I was free to just… explore. As a storyteller myself (or at least attempted storyteller) it was interesting to experience the freedom to move about the story. Movies are generally very linear in their deliberations (Pulp Fiction or Memento maybe not so much) and unless you’re reading a “choose your own adventure” book, novels as well. Gone Home held a deep story in open hands. Roam around the house wherever you like (besides the locked doors I previously mentioned) and experience the story at the pace and order as you want.

    I don’t know how to apply the example of story telling The Fullbright Company modeled in Gone Home yet. I’m still working that out. But the great part is that it got me thinking. And I believe that is a really good thing.

    Check out Gone Home if you haven’t already. And if you have, let me know why you found it so engaging as well. I’d love to have a discussion about this thought-provoking game.

  • Steam Goes With Sharing

    Digital is the future! At least, that’s been the mantra around here for a while. But sometimes digital has drawbacks that physical media users have enjoyed for years. For example, loaning a game to a friend.

    Wouldn’t it be great to be able to loan a game digitally? This question has been on my mind since the reversal of the Family Sharing plan on the Xbox One. There were rumors at the time that Steam would go this way as well. And today, they announced that sharing is caring.

    Steam Family Sharing, a new service feature that allows close friends and family members to share their libraries of Steam games, is coming to Steam, a leading platform for the delivery and management of PC, Mac, and Linux games and software. The feature will become available next week, in limited beta on Steam.

    Steam Family Sharing is designed for close friends and family members to play one another’s Steam games while each earning their own Steam achievements and storing their own saves and application data to the Steam cloud. It’s all enabled by authorizing a shared computer.

    While I’m bummed that this sort of feature was killed by consumers on the Xbox One, I’m excited to see how it plays out on Steam.

    Read more at the official Steam Blog: http://store.steampowered.com/news/11436/

  • DRM – The Good, the Bad and the Ugly

    DRM isn’t a new term, but it sure has been gaining popularity as of late. DRM stands for Digital Rights Management and to put it simply, it is the tool that manages how an end user accesses digital content. DRM takes on many different forms; from encryption, to license checks over the internet, to limiting the number of installations. When a user encrypts their data, they are employing a form of digital rights management (something you should be happy you are able to do!). An encrypted DVD is using DRM to prevent illegal copies from being made without permission. Or a video game technology with empty blocks used to prevent duplication.

    ServerDRM usually has a bad reputation, and to be honest, it’s earned it fair and square. Seasons of DRM content becoming unavailable due to a management server being shut down, or rootkits employed on CDs to prevent distribution have plagued users since the inception of DRM. And DRM is in a constant struggle over controlling digital media that is quite easy to copy and distribute (commonly called “pirating” media). There is a very real tension between trying to make content easy to access, but not too easy.

    Book publishers are in the midst of learning how to distribute digital media right now. Amazon has a pretty heavy-handed DRM approach to books, but users don’t have a problem with it at all. Why? The make it incredibly easy to access their content. Most of the devices they sell  to use the content (like the Kindle) can get it anywhere they have a 3G connection. Amazon is also a huge company with arguably some of the best servers in the world.

    Music has had a rougher go of it. During the time span between 2006 and 2008 several major music distribution services shut down servers that allowed users to listen to the music they bought. Not being able to access music that users paid for was, to say the least, frustrating to honest consumers. The growing pains of DRM has caused many people to be bitter about the whole process.

    Movies have yet to settle on a good method, although some are trying to make access easy and long-term. Services like UtlraViolet, Amazon, Google Play and Apple iTunes allow access to movies and TV, albeit heavily tied to DRM.

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