mandag den 2. februar 2015

Gone Home - Self-Discovery Through Nostalgia

So I played Gone Home, and it's a really nostalgic game.

Although Gone Home centres on the little sister Samantha and her struggles as a teenager, the game also represents a journey of self-discovery for the main character Kaitlin and, arguably, also the player. The game never informs directly about things that Kaitlin should and would know about herself, but it conveys completely new information about her and her family, or reminds her of things she could have forgotten along the way. For instance, after traversing through the halls and rooms in the house for a while, the player might come across a note from the parents directed at Samantha, telling her not to keep leaving the lights on in the house and that she is ”as bad as her sister” (Gone Home, 2013). At this point, the player has most likely been leaving on lights all over the house, either to mark off areas already inspected or to counteract the eerie atmosphere brought forth by the darkness, the loneliness and the storm outside occasionally ripping apart the silence.
     The player finds various letters sent by Kaitlin throughout the house, and upon further inspection they reveal the older sister as a jovial, adventurous, reliable person, but also as someone who was missing when her family needed her. As the player reads through these letters along with the diary entries and the notes left behind by Samantha, Kaitlin's own emotions about these discoveries are never expressed directly, yet one cannot help but infer a sense of sadness and regret about not being there for her sister. The only time Kaitlin seems to take action and bypass the player's commands is when she finds a note from her sister clearly not intended for her eyes, which contains very detailed, sexually explicit and private information. If the player attempts to pick up and read this note, Kaitlin intervenes and quickly closes it, refusing to let the player do anything but glance at the content.
     At the same time as enacting Kaitlin's self-discovery, the player undergoes a very similar experience. All the objects in the game, from music cassettes and old Nintendo games and other pieces of dated technology to photographs and phrasings in the notes, are structured so as to remind the player of their own childhood and cultural backdrop, assuming that they experienced the 1990's and feel a connection to the many referential objects and narratives. Through imbedded narratives encoded into the scenes, the player may relive and reflect on their own experiences, and the explorative, quietly paced nature of the game seems to encourage nostalgic indulgence and reflection.
     It follows that Gone Home will inevitably leave different impressions on players depending on their age, their cultural background and their ability to recognize and reflect on the references in the game. To Brendan Keogh, a media and communications PhD student and blogger in his late-20's, Gone Home instils a series of emotions, and apart from feeling the dread of anticipation evoked by the haunted-house trope of the game's setting, it makes him reflect on his own identity as a grown man, and how it is inherently rooted in the past:

I miss the 90s. Like, I really miss the 90s. To be certain, the 90s I miss is probably not the same 90s as those just a bit older than me miss. I was born in 1986. I was not old enough for half the 90s to really appreciate it at the time, but I built up a storage of memories of things that I saw and heard and, in more recent years, have made sense of those memories. Now I feel this strange, aching loss for the decade that I lived out for most of my childhood (if not my adolescence) (Keogh, 2013).

He goes on to contemplate the implications of his longing for this particular era, saying that:

It's something that I've been struggling with for maybe a year now, this strange kind of late-20s crisis of being old enough to contextualise my existence within a much broader history of humanity to realise just how small and fleeting I am (…) This is not to say that I am old. Everyone older than me would scoff at such a statement. I am saying that I am old enough for time to feel like it is moving pretty fucking fast and my childhood is something that doesn't exist anymore. It's a memory that's trapped back in the 90s, locked up with Sega Megadrives and Riot Grrls and Marilyn Manson and purple Hang Ten t-shirts. I'm pretty happy with my present life, but that realisation that the past is, well, past, hits pretty hard (Keogh, 2013).

So apart from feeling the joy of recognizing the period-specific references that are inscribed into the narrative architecture in the game, the recognition also forces the player to take a step further and reflect on his own place in a historical continuum. As he does so, he initially recoils from the weight of this knowledge, but he also inevitably comes to terms with his sense of self as part of a larger context, and that the things which defined him as a child may no longer exist in any other format than his memory.
     Keogh is very much susceptible to the references inherent in Gone Home, if nothing else then for his age, but because the 1990's are indeed located further in the past than one might anticipate, some who have played Gone Home are not necessarily within this specific target group. To a young adult in the late teens or a child, the videogame might present a narrative space of a more historical or curiously antique nature, not far unlike the contemporary popular TV-show Mad Men, which follows a group of individuals and families and their work at an ad agency, set in a rapidly evolving 1950's USA. In this case, Gone Home might evoke nostalgia in the sense that it is a reconstruction of the past. Although centred on fictive characters, the environment of the game is reconstructive in nature. For a younger audience, the game might therefore evoke the kind of restorative nostalgia expounded by Boym earlier in this paper.
     For others, the narratives presented in Gone Home might not evoke as strong a sense of nostalgia as the designers undoubtedly intended, even despite these players being the right age and having the right cultural backgrounds. For Maddy Meyers, another videogame blogger, the story of Kaitlin, Samantha and Lonnie are curiously devoid of crucial elements that defined her own youth. Like the younger sister and her romantic interest, Meyers states that she was in a high school band, yet her experience was very different:

We were the only band in our entire high school that had any women in it at all. We were also the only band that had a non-white kid in it. We were also all incredibly unpopular at school, (…) It's interesting to look back on those times with my new-found progressive knowledge and realize how terrible it was. At the time, I had no idea why being in a band was so difficult or why no one liked my band (Meyers, 2013).

When Meyers sat down to play Gone Home, she brought different expectations with her. She expected to find a story about harassment, exclusion and a looming structural environment with very few moments of social support and acceptance, if any (Meyers, 2013). Instead she found a story where the two troubled young females were hardly bothered by their peers, which are only briefly mentioned in the game, and where they ”seemed to live in a magical zone where patriarchy was a problem, but, like, y'know, not a biiiigggg problem,” (Meyers, 2013). Whatever actions the characters took, the game seemed for Meyers to be devoid of realistic consequences and threatening authority figures, a situation she herself could not relate to very well.
     However, in all intents and purposes the game also beckons Meyers to reflect on her youth and the places and events that shaped her as a person. Even if she deems the narrative content of the game unrealistic, the context remains highly relatable to her. Through the imbedded narratives, Gone Home evokes a type of reflective nostalgia in players that is at the same time conjoined with and separate from the actual narratives of the game. It is not the game itself that evokes nostalgia in the player, but the way the player interacts with the game, both spatiotemporally and cognitively.
     Nothing really suggests that gamespaces are more liable to inflict nostalgia in its audience than traditional media such as film and literature, but gamespaces set themselves apart in the way they are remembered as navigational repositories, and the way players interact with them and interpret them. In Gone Home, you walk around seemingly unguided, randomly picking places to investigate, and yet a coherent narrative takes shape during the time one wanders around. Although it seems like this narrative is constructed through a logical sequence of events, it is actually more likely constructed as one moves around the gamespace and pieces everything said and unsaid together, independent of any overlaying timeline. Like Abott suggests, the mind fills in the gaps in the narrative on its own (Abott 2010, p. 90), and orders the events in a coherent temporal sequence regardless of when each piece of information was actually accumulated. The timeline of the past events in the home are ordered effortlessly and subconsciously, while the investigation of the environment takes place with great deliberation and active interpretation. And simultaneously, the players may experience the narratives of their own past.


     Games like Gone Home can therefore evoke nostalgia in several ways. They can do so directly, through interaction with objects and places in the game that somehow denote a personal connection with the player, and they can do so indirectly, through contextualisation and cognitive association with a specific time, place or event in one's life. Through such nostalgic endeavours, either of restorative or reflective nature, players can analyse their own existential grounding as it was and as it is.

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References and Further Reading


Avedon, Elliot (1971): ”The Structural Elements of Games.” In: The Study of Games, ed. by E. Avedon & B. Sutton-Smith. New York: John Wiley.

Abott, H. Porter (2010): The Cambridge Introduction to Narrative, 2nd ed. Cambrdge, UK; New York, NY: Cambridge University Press.

Boym, Svetlana (2001): The Future of Nostalgia. New York: Basic Books.

Edwards, John (2009): ”Chapter 2: Identity, the Individual and the Group.” In: Language and Identity. Cambridge: Cambridge University Press.

Keogh, Brendan (2013): ”Notes on Gone Home,” From the blog: Critical Damage: Trying to Hear the Dumb Machine Sing. (August 16th, 2013). At: http://critdamage.blogspot.dk/2013/08/notes-on-gone-home.html. An Australian analytical videogame blog. Last accessed: December 10th 2013.

Meyers, Maddy (2013): ”Growing up Riot Grrl: The Nostalgia Lie of Gone Home,” From the blog: Metroidpolitan. (August 19th, 2013) At: http://metroidpolitan.com/blog/2013/8/19/growing-up-riot-grrl-the-nostalgia-lie-of-gone-home. An American blog mainly featuring entries on videogames. Last accessed: December 10th 2013.

Fullbright Company, The (2013): Gone Home. Released for: Microsoft Windows, Mac OS X and Linux. August 15th 2013.

Vella, Daniel (2011): Spatialised Memory: The Gameworld as Imbedded Narrative. Paper presented at the Philosophy of Computer Games Conference 2011.

Wildschut, T., Sedikides, C., Arndt, J. and Routledge, C. (2006): ”Nostalgia: Content, Triggers, Functions.” In: Journal of Personality and Social Psychology, 91.

Zhou, X., Sedikides, C., Wildschut, T. and Gao, D. (2008): ”Counteracting Lonliness: On the Restorative Functions of Nostalgia.” In: Psychological Science, Vol. 19, No. 10.