The Human Touch of Gone Home
Steve Gaynor has played key roles in two of 2013’s most critically acclaimed videogames. One of those games has sold millions of copies. The other has sold thousands. The latter is poised to change the way many of us think about games, while the former mostly continues the course of corporate game development despite an unusually provocative setting. All the two games share is a first-person perspective.
As the former Senior Level Designer at Irrational Games, Gaynor made vital contributions to Bioshock Infinite, a massively budgeted blockbuster that strives for emotional and philosophical depth within the framework of a first-person shooter. With The Fullbright Company Gaynor designed the intimate coming-of-age PC game Gone Home. Set amid the riot grrrl punk milieu of the 1990s, Gone Home wouldn’t exist if Gaynor hadn’t taken the DIY punk step of leaving a key position at one of the most successful AAA studios to start his own company.
In December of 2011, Gaynor and his wife moved from Boston to Portland as Gaynor made the terrifying decision to step away from Irrational to co-found Fullbright with former colleagues from 2K Marin. When asked him about the move, Gaynor says he knew “there was no guarantee at all that starting our own thing would work out…but I mostly concentrated on how to make it happen, as opposed to worrying about if it didn’t.” Senior Level Designer of a game like Infinite is the sort of position that would ensure Gaynor a bright future in AAA game development. And while Gaynor had nothing but nice things to say about his experience at Irrational, it’s obvious he was wired for something more personal.
Before moving to Boston to start on Infinite, Gaynor worked as the creative lead on the Bioshock 2 DLC Minerva’s Den. This gave him a taste for the personal touch that is possible when working with a smaller team. “We had a team of about 12 people and we got to own it entirely. I pitched the story and everyone on the team got to be very close knit and very involved with the entire project,” says Gaynor. Consequently moving to Irrational, “in some ways, felt like a step backwards in terms of leading a team that could own the entirety of a project.” Gaynor knew that Bioshock Infinite would be an accomplished game whether he stayed in Boston or not and he wanted “to get back to the small team feeling” where “you can see the whole shape of the project and feel totally responsible for it.” So he reached out to a couple of people who worked with him on Minerva’s Den and asked them to move to Portland to make a game that would truly be their own.
Gaynor missed the benefits of working with a small team. “It is much more straightforward to maintain a consistent tone when the team is small and the project is small,” he says. “That is why Gone Home is exploration only. There isn’t any combat. There aren’t really even any puzzles. We don’t have to wonder how to make a crazy puzzle not pull people out of the story that we are telling because we made the explicit decision to focus on one core type of experience and explore as many variations of that as possible. This makes it much more reasonable to maintain consistency and make the one thing that you are doing as meaningful as possible.”
Gaynor and I chatted the day after Bioshock Infinite was released. He was incredibly happy for the stellar reception the game received. He seemed genuinely excited to play it and was curious as to how much of his work had made it into the final product. Having played both games, I am glad that Gaynor left Irrational. The personal story that Gone Home tells is one that needs to be heard. It challenges common assumptions about what makes a great videogame.
Gone Home is stunningly simple. The game takes place entirely within the confines of one family’s house. Playing as a college-aged daughter just back from a year in Europe, you walk through the rooms of the Greenbriar home, examining objects, opening drawers and cabinets, and reading notes. Aside from some mysterious voiceovers, the player is left to piece together the story that the house and its contents tell.
As Gaynor says, with Gone Home Fullbright “wanted to give people permission to be voyeuristic. We have all gone to a friend’s house and thought about going through their medicine cabinet or their dresser drawers to figure out their secrets but we don’t because we are good people. With Gone Home, you are a member of the family and something is obviously not right. You have a motivation to find out what that is.”