# indie spotlight on verde station gone home in space verde station as (a now all-too familiar phrase?) "gone home in space" // video here despite featuring corridorability - ie. nice looking corridors - why does this game exist? what does verde station bring to the indie garming table that we haven't already seen and (perhaps unfairly) casually played with - before pouring down the sink like so much stale coffee? one hopes the (perhaps inherent) conceptual design mistakes made in gone home (a passive-aggressive haunted middle class family slide show simulator in 3d') aren't made here on this otherwise generic space station if an object looks like it should be interactive than make it so - gui hand-holding elements should either be removed ('do stuff to interact with this game') - or greatly emphasized is suggesting (past) narratives even as potentially interesting a mechanic than meaning that's generated right now by and through the act of playing with.in a system? once you've knocked over those book dominoes once why would anyone want to do it again? were the missing crew bored? if so what does that say about the design and even existence of this game? 'unravelling some ancient mystery doesn't seem quite as interesting as eg. a mysterious space / in-game process which continues to be mysterious outside and even despite scientist interactivity stephanie sterling's response // video here // republic of bob