Gone Home – an interview with Steve Gaynor

In Gone Home, The Fullbright Company has created a delicate coming-of-age tale steeped in nineties teen nostalgia and with a gloriously believable female protagonist. A positive critical response met the game’s initial release but far more interesting was the outpouring of smaller-scale personal reactions prompted by Gone Homewhich started to pepper Twitter.

Steve Gaynor, co-founder of The Fullbright Company told Wired.co.uk that as well as the steady stream of tweets, the developers have been getting private messages from players keen to share the effect of the game. “We’ve gotten a lot of very heartfelt emails and tweets from people who identify deeply with the game. It has been really great.”

In terms of particular writing, Gaynor cites response pieces [beware spoilers] by Merritt Kopas and Danielle Riendeau — “[they] really meant a lot to us.”

The story of teenager, Sam unfolds through a paper trail of notes, pictures and memorabilia scattered throughout a sprawling mansion and discovered by her sister Kaitlin. Some are plot-relevant and others serve to round out the characters of the family. At two points I laughed out loud — once when turning over a note written in class between Sam and her friend for a punchline I wasn’t expecting and the other when the game offered up a note telling Sam to stop leaving the lights on — “You’re as bad as your sister!”

[Full interview at Wired.co.uk]