Unfamiliar Feminine Spaces in Gone Home’s Environmental Storytelling

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Spatiality of digital environments, including video games, is not only one of the defining aspects of the medium (Murray 2001), but also an aspect through which medium-specific types of narratives can be communicated to the audience. It allows for environmental (or diegetic) storytelling – a narrative method in which the story originates from exploration (Carson 2000; Peirce 2007; Smith and Worch 2010), in which the player traverses the game space and discovers pieces of information in the form of artifacts and elements of the environment. Among the games which broadly employ this type of storytelling is The Fullbright Company’s first-person adventure exploration game Gone Home (2013). In the game, the player assumes the role of Katie, who returns home after a year abroad only to find her family house deserted. By spatial exploration focused mainly on searching the house, the player, through Katie, can solve the mystery and discover the story of coming of age, discovering one’s sexuality, and coping with the aftermath. Doing so requires interacting with objects placed within the house—they seem to work as a conduit of the narrative, not only informing of the recent events by themselves (e.g. notes, pictures), but also occasionally triggering additional audio-narration.