A1. Explore some of the binary oppositions presented in the game. What symbols or other content in the game represent each? Examples: public / private (secret). Male / female. Light / dark. Exotic / domestic.
Are these oppositions organized hierarchically (i.e. is one side presented as superior)? Do any of these relationships between oppositions evolve over the course of the game? How do these relationships adhere to or deconstruct prevalent cultural ideologies or stereotypes?
The story and the setting of the game didn't FEEL like a very typical boy or girl game, but after learning about boy and girl space more, Gone Home seems more like a girl game. The idea of snooping and learning about a girl's life problem fits the criteria. Having the setting in a scary, dark house in a thunderstorm with stories about ghost hunting made it feel slightly boyish. There was a fair enough balance to attract either genders though.
As far as oppositions, there is the common light vs dark. The house is mostly dark until you turn on the lights. I would say dark is prominent, and that play a role in how cautious the player is about entering an observing objects in the rooms. Another would be between male and female. The house was fairly gender neutral besides Sam's room, which contrasted because it was filled with boy things like a pirate flag, videogames (and a note with combo attacks from street fighter? lol), old locker, etc. But the game was more about Katie, so that overwhelmed any boy like oppositions. And the last would be comforting vs scary. There are many comforting home objects around the house: The typical key underneath a statue, family portraits, typical furniture, and handwritten notes which made the house feel realistic. On the other hand were creepy dark passageways, lights turned off, and tvs left on. I was constantly comforted by Katie's voice and the surroundings at one moment, then terrified the next. Overall the game had a prominent creepy feeling to it.
No comments:
Post a Comment