We live in a society saturated with images. Media augments the tedium of everyday life with the depiction of fictitious realities that are fabricated for entertainment, instruction, manipulation, or distraction. Despite the ubiquity of images that draw us into these fabricated realities, we are, by comparison, relatively unaware of the impact they have on our emotions, perceptions, and expectations of reality. Trying to understand the complexity of how all of the messages in media proliferate, merge, interact, and conflict is beyond the scope of a single project, much less attempting to understand the overall collective impact of media on society. But within a more limited scope—in this case focusing on the immersive fantasy of video games, movies, and television—it becomes more feasible to consider the benefits and drawbacks of allowing fiction to deeply influence the ways we think and understand the world around us more tangibly and observably. Hometown is an exploration of questions pertaining to this idea through the creation of a video game meta-narrative that deliberately breaks its own immersion to increase player awareness of the fabricated nature of the game itself. Specifically, the objective is for the player to observe “fabricated reality” from multiple points of view—as a player, an outside observer, and a developer—and then come to their own conclusions about the positive and negative effects of immersion. By implementing many of the same typical elements that video games use to create immersion, and then subsequently subverting those commonalities, Hometown attempts to create a gaming experience that entertains players with an interesting story, while also pulling back the curtain and asking those players to consider the larger role of stories in their everyday lives.