I was in the middle of writing a post
about how Nintendo abandoned the audience that they've spent years
making wonderful, meaningful games for to cash in on
less-than-successful shovelware titles and rehashes when I had to
stop suddenly to write this. I had to stop because my female friend,
who was sitting directly behind me, just finished the game Journey
for the first time.
Journey, a wonderful and beautifully
constructed game by thatgamecompany (who also produced the games flOw
and Flower), is more of an experience than a game, but presents that
experience to you through its gameplay, which is something that many
game developers seem to have a hard time capturing. Either the game
lacks immersion, the gameplay is stale and detracts from the
experience or the game falls short in both categories. Journey has
simple controls and a well presented goal that make it easy to get
into the game early on, which is good considering this game should
only take you one or two hours to complete the first time. The main
goal of the designers was to tell a story, which, in my opinion,
should be the goal of any game designer, script write, author or
artist.
The story that you're experiencing
should be an integral part of a game, but that being said, a video
game shouldn't need to take time out of the gameplay to progress the
plot, and if it does, it should do so as briefly as possible to help
maintain the immersion. Super Mario Bros., for instance, takes the
time to show a brief cutscene before underground portions of the game
and an even briefer bit of dialogue at the end of each castle to
inform you that your adventure must continue to reach your final
goal. Journey follows a similar pattern and only gives you a brief
cutscene at the end of each section that explains a little more than
your silent protagonist's travels could. Game designers need to be
aware that most people who play their games aren't doing so to reach
each cutscene or read every in-game novel they've written (I'm
looking at you The Elder Scrolls series). There are other forms of
media readily available to satiate our desires for written and visual
entertainment. The ability to progress the story yourself is what
creates the strong sense of immersion unique to video games. There
may only be one direction to go on the map, but you get to decide to
go there, you don't have to watch someone else do it. This is why
people play video games, to feel like they're experiencing their own
story.
She didn't make a sound the entire time
she progressed through the game; didn't talk, didn't get up, nothing.
In case you were unaware, Journey has a feature that allows someone
else playing the game to randomly appear in yours and, as long as you
don't lose sight of eachother, you can continue progressing through
the game with them. So, very early in the game, she had someone show
up in her game and help guide her through. Literally feet from the
terminating point of the game, the other palyer stopped and started
running around in circles. After 30 or so seconds had ellapsed, they
stopped and started chirping (the circle button in this game allows
you to make a chirping sound and is used by players to get their
attention) at her. This was the point when I walked over to see how
she was doing. She didn't know what he was trying to tell her, so I
suggested she turn the camera to get a better look at where he had
been running. When she rotated the camera you could see that they had
used the path created by their character running in the sand to draw
a small mural for her. Multiple hearts, some with arrows through them
littered the ground around them. She immediately wanted to know if
there was any way that she could contact this unknown person to say
thank you. Luckily, the game lists the players you met along your
Journey after the end credits of the game, so I let her send a
message through the Playstation Network.
Now, I've beaten this game several
several times, so the magic has worn off a little for me, but the end
of this game still stirs up my emotions and fills me with a strong
sense of accomplishment. I had never seen anyone do something like this before, however, and it made the game's ending that much more
amazing. The fact that so much could be communicated with so little
gives me hope for the future of video games, because that's what
video games are all about in my eyes. Giving you the tools and
letting you create your own experience, even if there is only one way
to go.
The Video:
A good picture of one of the hearts:
The Video:
A good picture of one of the hearts: