This was great. Loved Shawn's point about how players are more likely to obey the rules of the game rather than the rules of the narrative. That's why the whole concept of nudonarrative dissonance has never really bothered me, and I'm totally fine with games like Half-Life, Gone Home, the Bioshock games, etc.
I think Gone Home is definitely pretty special. It's a very simple story, but what makes it a great story telling game is not the story itself, but the way it tells that story. When you have that level of detail a designer is willing to bring to a game it is just kind of inherently a wonderful thing in and of itself, and why games don't need to be these series of explosive kinetic action sequences to be interesting. What's relevant in that layering of detail is not realism or immersing the player into believing that you are actually experiencing this thing, but the way that those layers communicate to the player ideas about a setting, events, etc. Gone Home is the first game I can think of that eschews genre, and it hangs together wonderfully because its fidelity to details do create this almost literary experience by other means.
Gone Home was also a game that I felt was constrained by a lot of specific conceits to help it make sense. It will be a tough act to follow for the Fullbright crew, but I think Shawn's idea of a game where a player experiences the multiplicity of personality within the game's characters makes a lot of sense as a logical sort of area for them to develop, and it is well within their skill set. I picked up Minerva's Den recently and started playing that, and I was impressed by the nuances of the characters in that game; that level of character complexity would be excellent to experience.