{"id":231738,"date":"2017-08-01T07:36:39","date_gmt":"2017-08-01T11:36:39","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/tacoma-creators-talk-diversity-evolution-and-gone-home-rollingstone-com.php"},"modified":"2017-08-01T07:36:39","modified_gmt":"2017-08-01T11:36:39","slug":"tacoma-creators-talk-diversity-evolution-and-gone-home-rollingstone-com","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/evolution\/tacoma-creators-talk-diversity-evolution-and-gone-home-rollingstone-com.php","title":{"rendered":"&#8216;Tacoma&#8217; Creators Talk Diversity, Evolution and &#8216;Gone Home &#8230; &#8211; RollingStone.com"},"content":{"rendered":"<p><p>    It has been more than three years since The Fullbright    Company's game Gone Home captivated audiences, swept    game of the year awards and sparked a debate about what it means to be a    video game.  <\/p>\n<p>    This week the studio releases Tacoma, its second game,    to an audience which, to some degree, still seems hung-up on    that singular definition. Fortunately, Fullbright's    Tacoma looks like it wont make that question any easier    to answer.  <\/p>\n<p>    As with Gone Home, the game is a narratively-driven    experience powered by emotion, evolving relationships and a    solid mystery.  <\/p>\n<p>    Gone Home told the story of a daughter returning home to    an empty family house and the threads of story she finds there    as she explores its familiar rooms.Tacoma takes    the audience to outer space.  <\/p>\n<p>    The new game opens with technician Amy Ferrier docking at the    lunar transfer station Tacoma. She's there to figure out what    happened at the station to cause it to be evacuated. Her only    company is a malfunctioning artificial intelligence named Odin    and the augmented reality recordings of the six evacuated crew    members time on the station.  <\/p>\n<p>    Player's float through the station, untethered from gravity,    searching for clues and signs of the AR recordings.  <\/p>\n<p>    The recordings play back the audio of conversations,    substituting the now absent crew members with ghostly, colorful    apparitions going through the recorded motions of the crew. The    playback can be paused, rewound, fast-forwarded and watched    from any angle in the ship.  <\/p>\n<p>    Detached from time or sequence, these snippets seem as adrift    in time as you are adrift in space. It's up to the player to    reassemble the pieces of time into something that makes sense    and sort out what exactly happened.  <\/p>\n<p>    As with Gone Home, dropping into a mysteriously emptied    living space, Tacoma manages to deliver an ever so    slight sense of creeping dread without ever having to scare the    player or deliver anything overtly menacing. Instead, it    creates a vacuum within which the players own doubts and fears    can reside.  <\/p>\n<p>    While the Fullbright team worked to expand upon the core    conceits of the original game, co-founder Steve Gaynor    explainsTacoma isn't really meant to be an    evolution of Gone Home's style of play.<\/p>\n<p>    \"If you think of Gone Home as a foundation, our    direction isn't to make the foundation bigger, nor is it to    have a foundation of a ranch house and then add a Victorian on    top of it,\" he tells Rolling Stone. \"We have a    foundation and it has these constraints.\"  <\/p>\n<p>    Nor is the game meant to really be an expansion of those    original ideas, says Fullbright co-founder Karla Zimonja.  <\/p>\n<p>    \"We think of it as a layering,\" she says. \"We made Gone Home as a foundational game for what we do. Then we    thought, 'What can we add to this? What can we lay on top and    what can we tweak?'\"  <\/p>\n<p>    Where Gone Home received some criticism for being so    light on meaningful, direct interaction, Tacoma has    moments that offer challenges more akin to traditional puzzles.    It still, though, hinges entirely on unraveling a mystery.  <\/p>\n<p>    Fans of Gone Home will likely find more to    reflect on in the way Tacoma delivers its story than its    gameplay.<\/p>\n<p>    Because the player is left to wander the space station and find    snippets of interactions, it feels less like the sort of    storytelling found in a novel and something closer to the sort    of performance art found in immersive performances such    asSleep No More. This unusual presentation pushes    the use of narrative forward but doesn't really tinker too much    with the non-storytelling elements of the game.  <\/p>\n<p>    This way of presenting story seems a better fit with what    mostly motivates Zimonja, Gaynor and team: examining    relationships. That focus on relationships also lends itself to    creations by Fullbright that tend to feature a more diverse    cast of characters.  <\/p>\n<p>    \"We are interested in people and relationships with one    another,\" Zimonja says, \"and there are a lot of people out    there to explore. So it's satisfying to us to try and branch    out.\"  <\/p>\n<p>    According to Gaynor, that diversity in cast also tends to make    for better story.  <\/p>\n<p>    \"It is always the most interesting for us to explore a variety    of perspective and character types, people of different sexual    orientations, different class backgrounds,\" he says. \"We want    to look at how people from different perspectives all relate in    the fictional world we are creating. I think that primarily    comes from me and Karla, from a story team being interested in    wanting to talk about more and different kinds of people.\"  <\/p>\n<p>    The team doesn't start a game by casting it, despite the    importance they place on that cast.  <\/p>\n<p>    \"It's, 'What is our universe? What is the story?' and then we    populate that with characters that our interesting to us and    relevant to the experience,\" Gaynor says.  <\/p>\n<p>    The hope, he says, is that players will get to know these    characters and care about them. \"Our goal is to take someone    who is not invested at all in the game and its story and by the    time they have played for awhile they don't want to put it    down,\" Gaynor says.  <\/p>\n<p>    Perhaps the biggest difference between Gone Home and    Tacoma is where the team was coming from during the    development of the titles.  <\/p>\n<p>    Gone Home was a small passion project created by a team    of developers who wanted to make something more personal, more    intimate than what makes up the bulk of video game sales. It    came out of nowhere, winning over players and critics alike    with its unusual approach to gameplay and storytelling. The    same can't be said for Tacoma: All eyes are on this,    Fullbright's second game, and the studio knows it.  <\/p>\n<p>    \"More people are paying attention before we launch, Gaynor    explains. \"There's more pressure. All of that pressure is    there, for sure, but we feel good about the game.\"  <\/p>\n<p>    That pressure hasn't changed the team's design philosophy,    Gaynor adds, instead it has inspired the team to see how they    can take the success of Gone Home and push that into new    territory that they haven't explored before. \"And then    hopefully, execute the game in a way that players will be    excited about.\"  <\/p>\n<p>  Sign up for our newsletter to receive breaking news directly in  your inbox.<\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See more here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.rollingstone.com\/glixel\/features\/tacoma-creators-talk-diversity-evolution-and-gone-home-w494962\" title=\"'Tacoma' Creators Talk Diversity, Evolution and 'Gone Home ... - RollingStone.com\">'Tacoma' Creators Talk Diversity, Evolution and 'Gone Home ... - RollingStone.com<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> It has been more than three years since The Fullbright Company's game Gone Home captivated audiences, swept game of the year awards and sparked a debate about what it means to be a video game. This week the studio releases Tacoma, its second game, to an audience which, to some degree, still seems hung-up on that singular definition <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/evolution\/tacoma-creators-talk-diversity-evolution-and-gone-home-rollingstone-com.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431596],"tags":[],"class_list":["post-231738","post","type-post","status-publish","format-standard","hentry","category-evolution"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/231738"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=231738"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/231738\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=231738"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=231738"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=231738"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}