Last week, I ran the first half of my recent chat with Steve Gaynor, formerly of Irrational and 2K Marin, and now of indie studio The Fullbright Company – who are working on mysterious, ambitious, suburban-set non-combat first-person game Gone Home. Being as I am an investigative journalist par excellence, I decided that it would be appropriate to spend the second half of the interview forgoing questioning entirely in favour of simply shouting the names of other games at him. Games like Myst, Amnesia, Jurassic Park: Trespasser, Journey and Dear Esther. Rather than hanging up in disgust, he offered fascinating, thoughtful replies on the limits of interactivity in games and the sort of scale Gone Home is intended to operate on.
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