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But where Cradle just haphazardly scattered notes around, Gone Home set up still-life plays for its story. Entire rooms organised around a few notes to show the story as well as tell it.
Bleh.
I'm playing devil's advocate here:
The design decisions involving how to present all facets of the story to the player were... optimistic at best, but from a writing perspective, it could be argued that the story was presented in a perfectly organic fashion which many players chose to ignore.
Think about it, if YOU really were Enebish, awoke with amnesia, and had a burning desire to know who you are and how you came to be in the place would you-
a) be more likely to dig around the house you awoke and live in looking for every hint of information about your past?
or
b) ignore most/all of the obvious and prominently displayed photos, clippings, notes as you help someone else figure out their own problems?
The problem is, no matter which answer you chose, it's the developers JOB to guide and orient the player towards the goal. It's true that finish-line-first mentality metagamer/powergamers get out of Cradle's story what they put into it, but as a developer do you really want to deliberately craft a game that alienates some of your audience? Even if that wasn't the intention, clearly that's what's happened.
If the developer had simply added a few conversations between Enebish and Ida that forced the player to look around their yurt/house, thereby unearthing many of the details burried in the scraps of paper etc, that alone would have gone a long way towards clarifying the ending and at satisfying a larger percentage of players. Not perfect, but better than their current assumption that players will take the initiative or else not mind too much as they replay the game a second time to figure out what happened.
Huh... I was wondering why the performance was so terrible. If it's not the actor's performance, but rather the developer's vision, I think artistically-speaking, that's a bad call. Look at Tabaha's speech which is full of inflection (perhaps because of his more frequent social interaction) whereas Ida and Enebish are more muted. Enebish's actor does frequently attempt mild inflection, but did the devs intend that the character's monotone is a result of swapping bodies recently? If the devs intent was that Enebish speaks flatly because his (new) consciousness was less acclimated to speaking (or whatever other reasons), man... they went too far methinks.
Bold emphasis mine, and agreed with your post. I'm left wondering which, if any, of the following are true about the developers:
a) they wanted things exactly as they are, and their goal from the start was to put the onus on the player to uncover the story's wrinkles, encourage community discussion, and make it easier for the player to dissect as they replay chapters with the easy-to-discern load screens. In movie terms, the devs watched stuff like 12 Monkeys, Memento etc and wanted to leave the player asking lots of questions even if players think they "got it" upon first viewing.
b) they crafted a walking simulator (with ho-hum skipable minigame) that should have been marketed directly at the Gone Home/Dear Esther/Stanley Parable crowd, but their promo vids etc pulled in too many fps fans that hate digging around for crap to read in what is supposed to be a visual medium. "Come on man, put it in an audio-log or something, even Gone Home did a better job of this than your flower vase synthoid!"
c) they ran out of money and had to wrap things up before their vision was fully realized
d) They got in over their heads, and couldn't quite figure how to reconcile their story. Next thing you know, the original game that had a few tidbits of newspaper scraps etc was suddenly flooded with 'em. From then on, the devs struggled to fit all the pieces together while engaging the player to the various bits of plot-critical info.
e) the voice acting sessions/budget were done with, and they couldn't spring for more time with the original Enebish and Ida to redo some portions, so instead they brought in a some new guy to do Enebish (which is why his micing sounds odd and the acting quality is awful), scattered a few A-HA notes about the place, and called it a day. =p
This time travel theory creates a paradox.
Send a magic number back in time to fix "everything".
BUT if there is nothing to fix, why would you send a number back in the first place?
Paradox.
Congratulations.
YOU just destroyed time.
Hah hah hah.
I think overall story telling is well executed.
However I agree with some peoples opinions about:
- Bad VA: Siri talks better (I think it is one of the developers :) )
- Lowres textures: come on beautiful enviroment but lowres?
- Problematic inventory: I got the toy horse but after a puzzle it just vanised
- Irrelevant mini game: This story with a jumping jack mini game? It would be better with circuit connecting mini game or some other thing to do with the robot.
It would have been better if ida could have been repaired and he could just have lived with her selling digital flowers and maybe adding some love in between if that was a thing to be able to with the android (dunno) or something would have been a much easier ending. kinda feels a bit sad feels like ida died there even though he changed the past and all and ida lived or something( but i don't like the one i've bonded with dying lol even if shes saved in the past it doesn't feel like the same person is being saved)
1. Scientists tries to transfer human conciousness into m-body
2. It's impossible because conciousness shock reaction
3. Scientists discovered connection to DNA
4. Conciousness transfer is succesful!
5. Synchronizer creates collateral ingredient. It depends on quality of original DNA
6. m-body with low quality DNA can suddenly blow after strong emotions.
7. Explosions are toxic and they causes the epidemy
8. Also explosions cause spheric anomalies into their epicenter, which can be time holes
9. Koch said that number 3813 could save us (maybe senseless, like 42)
10. One of such explosions was in the Dome.
11. Enebish was born from the anomaly and was connected to it.
12. He tries to escape through transfer but process was invalid and he lost his memories
13. Game events.
14. Enebish discovers Babilonian phenomen - telepathy
15. Mark and Ida were connected with such phenomen (people thought they were in love)
15. Enebish use Ida and sphere to transfer 3813 into past
16. Mark gets the number and sens it to dr. Koch
17. Humanity is saved
The end )
1) i've subscribed to this thread to read about story speculations, not to dive through endless complaints about "oh this is just pretentious arthouse crap". i had 40+ notifications about this thread and was looking forward to having the time to sit in front of my pc, relax, and see some interesting speculations. finally i find the time and instead what i got was mostly complaints about the price/ending/duration. i get you guys didn't like the game and didn't like the ending, and certainly it is something that can be discussed, but can you go the ♥♥♥♥ off and talk about it somewhere else? thanks
2) i'm noticing the magic number is slightly different from time to time, someone says it's 3413, the last message here says 3813, i remember a 3513 from my playthrough. just confusion in remembering, or does it change randomly indeed?
Maybe 3513. It doesn't matter )
still have no idea what the numbers are for
Sounds like you're one of the many people who missed key plot documents/scraps, some of which are shown briefly in the end-game video sequence via flashbacks. Without these bits of info, the game's ending makes almost no sense. I got some free time so I'll type two of the most relevant docs below.
Inside the yurt, on the bed between/underneath two pillows:
Outside the yurt's fence near a tree:
i feel the answer lies in that last text but i think im to stupid to understand it, what was the numbers for a model for a android or?