# 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 garme 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 garme') - 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 garme?
'unravelling some ancient mystery' doesn't seem quite as interesting as eg. a mysterious space / in-garme process which continues to be mysterious outside and even despite player interactivity
stephanie sterling's response
// video here
// republic of bob