In Gone Home, they didn't just convey plot information, though they did do that. Each and every character who wrote stuff you found in that game had a very distinctive voice that came through in their writing and subtly communicated a great deal about their character.
-
-
Show this thread
-
Whether it was Janice's friend sending her letters about "Ranger Rick" or Terence's editor at the audio tech magazine or whoever, all those documents had real personality, and that made them feel so much more authentic. It made all the difference.
Show this thread
End of conversation
New conversation -
-
-
Another layer of why it works so well in Gone Home: though other games used similar resources (codex entries, scanning items, etc.), everything in GH is told by its props and decoration.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
Shit's been prominent since Myst.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
HerInteractive did this prominently as part of the Nancy Drew series but I do think the content of the letters in Gone Home tied to the emotiveness of the plot made the mechanic much more profound in GH than predecessors.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.