Anyway, there is still another game I remember that had a neat little multiplayer element.
Have you ever heard of Inside a Star-filled Sky? It's an indie top-down shooter, and one of its main gameplay gimmicks is that you can "enter" enemies, powerups or yourself pretty much to infinity. This means that there are a crapload of paths you can take; you can go down the rabbithole for as long as you like.
Anyway, throughout this massive level-tree there are "flag blocks" strewn about. Any time you move across a block like that, it changes into your own personalized "flag". Some of these blocks are permanents, which will keep the flag of the first person to cross it, but others only show the flag of the last person who came there.
So all while playing the game, you come across little areas where you know other people have been recently, and you may even find areas that no one has ever visited before, so you can leave your mark for all the world to see.
This screenshot shows the first time I planted a permanent flag.
It's honestly rather simple, but I thought it was a nice little touch, and it works well for this game in particular because its so massive.
Here's the message I got a minute later from my co-op buddy. At first I hated the lack of communication and the lack of... well, the lack of everything! That lack is what enhances the experience until the end when the name of your partner is finally revealed.

I was just thinking about how similar Journey's multiplayer is to the Souls games.
Back in Demon's Souls, I would pretty frequently get mean-spirited messages from PvP opponents. I hated that the s-talking that has become so inseparable from most multiplayer games, whether Warhawk of CoD, could still pop up in a game that, as you so artfully point out, goes a long way toward evolving past.
Even with the new Twisted Metal (which I love and am an old-school fan of) I am tempted to run my custom soundtrack, because they by default mute all mic chatter. But Journey and the Souls games offer a much more elegant and evolved solution.
Great blog!
Eventually, as the games mechanics became more apparent we started playing with the system more and it became more meta-gamey. Consistent long-term co-op partners, designated PvP zones, item trading, ect. Very cool stuff in its own right (especially the new opportunities a dependable co-op buddy can provide) but it did kill some of the magic of the world. The strangeness and isolation the multiplayer system originally provided really added to the world and feel of the game – made every interaction feel like something special.
@ShadeOfLight: I think I remember hearing about Inside a Star-filled Sky somewhere, but I've never played it. It sounds really intriguing though, so thanks for the info!
@Venus: That's awesome! I've never sent or received messages from anyone I played with, but I considered sending messages a few times when I had the same partner for the majority of the game. I'm just glad they wait until the game is over to reveal your companions' usernames.
@Scissors: It's awesome that you were able to keep the same partner for the entire game! I've only been able to do it once. It's quite difficult to do, but it feels wonderful!
@ryderbackside: I've never gotten mean-spirited messages during the Souls games, but that makes me really sad. It's definitely not the kind of game for those sorts of messages, so it's unfortunate that you had to deal with that :(
@Wrenchfarm: Yeah, I can see how that would happen with the Souls games' multiplayer mechanics. It is kinda cool that people were able to figure it out and use it to their advantage, but like you said, it would definitely take away from the isolated atmosphere that the game was originally trying to create.
@HandsomeBeast: I was actually thinking about that too while writing this blog. There have been plenty of instances where I'd play online games without a mic or without using the chat options, and it would give me some of the same sense of anonymity that I experienced in Journey and the Souls games. LittleBigPlanet is a good example. However, there are still ways to communicate verbally in those games, so at times the experience can be a lot different.
I just wanted to try to clarify what I meant by 'anonymous' in the article, in regards to DrButler's comment. In other types of online multiplayer games, even just knowing a player's username gives them some sense of identity (even though in reality, you still don't know much about the person, as you pointed out in your comment). But in Journey, you know literally nothing about the other player, until the game is over and the credits roll and they reveal the usernames of the people you played with. In this way, I found out that I had played Journey with a Deadpool fan who had probably been born in the year 1988. It may not have mattered much, but this info would still have affected my connection to the player in some way if I had known the username while we were playing together. This is also why I wish they had left out the usernames of invaders and co-op players in the Souls games (or at least maybe until after the encounter had ended?).
I also wanted to say thanks to everyone else for reading my blog! I appreciate the faps and comments :)
I really hope other games try to incorporate something similar to the passive multiplayer aspects of the Souls games. It's such an interesting feature.
Consider a game like Journey in which you also can't even chirp. How does that affect the way you play? Does that make you exaggerate certain actions to make it obvious what you're doing? In what ways does it force you to pay very close attention and even psychoanalyze your partner? Does it help build social skills or interpersonal awareness, like I alluded to in my blog? Could these kinds of learnings translate back into a person's real life and the way they act with others?
I dig the post, but I came in with all these questions that have been swimming in my head since playing Journey, and didn't get answers! It's not your fault, but you got my hopes up. :)
@Celica: Me too. I'm sure there is so much more that can be done with this type of multiplayer.
@knutaf: Haha. Sorry to disappoint, knut, but I know very little about sociology, so I'm not sure where to even begin with some of your questions. Like I said in my reply to HandsomeBeast, I had been thinking about other online multiplayer games that I played without utilizing the chat options, like LittleBigPlanet. If you wanted other players to co-operate in that game without speaking to them, you'd have to do things very carefully and obviously so they could see what you were doing, or maybe keep pulling on their character to get them to follow you. For other games, it would really depend on the game and what options for movement were provided to you. I tried to talk about using actions rather than words or sounds in my blog, but maybe I should have gone into that aspect a bit more. Anyway, thanks for the reply! Sorry I couldn't help clear up more answers for you, haha!
Great blog bbain!
Great blog bbain!
I don't know if I want this type of gameplay to continue growing, though. It truly makes the Souls games and it seems to fit Journey incredibly well. If more games adapt it, wouldn't the initial games lose their charm?
Regardless, great blog.
@KingSigy: Well, I don't think this type of multiplayer would work for every kind of game. Sometimes it is kind of necessary to be able to communicate openly with other players in order to coordinate with them. I'd like to see some more games try to experiment with anonymous multiplayer in the future, but probably only a minority of games. So basically, I think I agree with you.
And then it told me "You played with these guys right here!"
And then it hit me. :0
NiggaUGay.jpg
Apparently, you've never played a Nintendo game online. *trollface*
ALL Nintendo GameCube/Wii/DS/3DS multiplayer gaming is anonymous and extremely limited, on-purpose or not, this is nothing new/unique. Just sayin'. Great blog and 'grats on the FP. :3
Mass Effects 3 multiplayer has been really enjoyable. Communicating with teammates to take out enemies or objectives is so exciting and thrilling. Causing Biotic Explosions or Tech Bursts together is always enjoyable.
Battlezone from around 1996 was what I had in mind when I typed the post, as that was my game back then. I recall the same held true for Quake 2 and Unreal. Even Dawn of War, as late as 2004, you could spam as many accounts as you wanted and thus play with only an online handle--anonymously as far as Relic or other players were concerned. To go up the ladder you needed a persistent account, but a lot of people just smurfed many accounts. Those are just a few examples but they reflect the general climate of games back then--anonymous, unless you wanted to be known, without spyware looking at everything you do. It was Valve and Blizzard that spearheaded the change, attaching one's online play to user accounts. As consoles joined Internet gaming, and everybody started doing DRM, the rest of the world followed.

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