While Minerva's Den was ready for BioShock 2's DLC cycle, Gone Home's development is coming along at a considerably more deliberate pace. Part of that is due to the nature of independent game development. Gaynor said there is a big difference between working on a smaller indie project like Gone Home versus a larger-scale project such as Minerva's Den.
"I'll tell you, you tend to gain a lot of respect for the experts behind the scenes in AAA that handle all the stuff you normally don't have to deal with on a daily basis," he said. "Paying contractors, managing publicity, navigating the hostile waters of licensing agreements--there's a lot to do. But the tradeoff is that you get to learn about all that stuff, gain a bunch of new skillsets, and be truly responsible for your own success or failure, which is incredibly valuable. From a developer's standpoint, the agility and flexibility afforded a small independent team is really central being able to explore the unknown as we are with Gone Home."
Gone Home is targeting a late 2013 release for PC, Mac, and Linux.
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