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Feeling your way through thatgamecompany's Journey photo

After making one The Old Republic character get stuck and playing another one for 3 full minutes last week, I ran off to to meet up with the radiantly friendly Robin Hunicke, producer at thatgamecompany, and Jenova Chen, co-founder and creative director, to talk about their upcoming PlayStation Network game Journey. You might remember thatgamecompany (TGC) from the PSN hits flOw and Flower.

So far, not much is known about their third game at all. We have seen some screenshots, but otherwise the only tangible info out there is that "Awakening in an unknown world, the player walks, glides, and flies through a vast and awe-inspiring landscape, while discovering the history of an ancient, mysterious civilization along the way."

Yep, that sounds like a journey alright. Thankfully, Robin and Jenova were happy to shed some more light on what Journey is about for you guys. What does it mean?!

Total marriage material the both of them

Something you should know about TGC beforehand is how much feelings play a part on all levels of their development process. I know, it's scary, right? Of course the end result of this approach is pretty obvious to most of you who played Flower.

At GDC Europe, Robin Hunicke talked about how important it is to be able to listen in the prototyping process. She also spoke about how important it is to be able to manage a project with empathy; quite the departure from David Cage's self proposed "Enlightened Dictatorship" approach for overseeing a project.

This emphasis on the importance of feelings translates directly to Journey. The game was inspired by Jenova Chen's feeling that we live in a world full of power. The power to travel to any place, the power to talk to anyone in the world on the phone, or even the power to access the world's information through the Internet. At least, you could say that of people who own a console.

In the vast majority of games we have a similar relationship with power. We have control over life and death in a strategy game, follow an archetypical hero as he becomes progressively more powerful in a role-playing game, or fulfill teen power fantasies in Big Bulky Man Shooter XX: The Sequel. Journey aims to make you feel the complete opposite of that: the sensation of child-like wonder and smallness.

When I asked if by smallness they meant child-like smallness or more like a baby, Robin said it depends: "Maybe you start as a baby and maybe you grow, as you go through the journey. Life is a journey, so ... who knows."

Quite small indeed

Jenova elaborated on the diametrically opposed feelings of power and powerlessness by sharing a story about an experience he had with an astronaut. Astronauts have, after all, rocket-scientist levels of intelligence, among the most "hard science" kind of people in the world. Yet those that go to the moon come back very religious and spiritual.

Jenova's interpretation of why that happens is that when you are out there on the moon, alone and surrounded by the vast emptiness, everything you thought you knew about your life and life in general becomes small and irrelevant. You start to wonder about things you never wondered about before, living in the digital age where you can find the answers to almost all of our questions on the Internet, except for the question of why we are here. Only through absence do you truly recognize what was there.

Journey, a multiplayer game that can be played solo, tries to elicit such feelings of powerlessness by thinking about what creates such a state. One of the ways to do that is to focus on feeling alone versus feeling together. After all, you don't miss being together until you are alone. But how do you create something like that in a multiplayer game as opposed to having a scripted single-player game to design around it?

One of the ways Robin and Jenova explain this is the example of choosing to take a long walk in the wilderness. You know you'll spend most of the time by yourself, but if you happen to cross paths with another person who is walking in the opposite direction, you would probably greet that person. There would be a feeling of an innate connection between the two of you, being human beings, regardless of the age, gender or sex of that person.

In Journey, they want to create that feeling of two passing strangers, not to be confused with meeting another player in an MMO who then either ganks you or starts pointing and laughing at your gear. Jenova also wonders about the relationship with another player, as in the usual multiplayer shooter you tend to think about shooting  first and communicating second. But what if you strip that power from the player and you can't shoot? Will the other player come first, or will you do something else entirely?

What does this mean?

While you can find a connection with other players when each of you is on your journey, the game will allow you to choose to seek togetherness or go solo, just like some people prefer to live their life's journey, together or alone. Jenova stresses that feeling alone is not their main goal, though; it is just a part of creating a sense of being small and the sense of wonder to the world around you.

Of course, such a painfully tailored experience, which is aimed at insulating the player, can easily be shattered by 12-year-olds shouting "Where do I go?" Thankfully, Journey will only have very primal forms of communication inside the game. For instance, you can make a little call to other players, or make a larger one, to communicate different things. Robin also mentions that when you walk in the sand you leave a trail and that perhaps players will communicate in that way.

But right now, they are still experimenting with the means of communication between players. Let's hope they find a way to make Trophies pop up in an in-game way as well, as those are the most-persistent immersion breakers in console games these days.

Another, more physical way of creating feelings in Journey is the way your character interacts with the sand. One aspect of this is that just walking around in a large space can become very boring, perhaps similar to how reading a summary of Flower's gameplay without playing it can be boring. Jenova therefore thinks that every single movement needs to be interesting, to have some amount of engagement with the environment. Robin mentions that they've been calling this "Deep Movement" at TGC: being able to feel different types of movement throughout a game at any point in time.

Again, something we've seen in practice before in Flower. In fact, for TGC it is now a classic motive to bring something forward that typically only plays a background role in a game, such as movement or the environment. They admit that TGC has only existed for four years, but it's hard to argue against this motive if you look at their other games.

There is a Jawa hidden somewhere

Finally, although they didn't want to talk too much about the story (there will be one) and the gameplay (it will have gameplay), Robin mentions that there will be an element of cloth in the game: "Pieces of cloth that you can call to make them come to you [...] give you a small piece of cape that you can use to fly, like a small bit of momentum, and then when you are near cloth, larger pieces of cloth especially, it will cause you to become lighter and harmonize a bit and then you can float up high."

Naturally, that means there will be either a platforming element in the game, or cloth is a metaphor for marijuana. Perhaps there will be a Trophy for sharing cloth with five players named "I got 5 on it"?

The aim is for us to finish the journey within 3 hours, so you can play through it once in one sitting or play it to relax after work. It is meant to be similar in lenghth to the time you take for other entertainment, like going to the cinema.

It also definitely feels like TGC is primarily targeting a more adult audience that is willing to undergo their continuous exploration in eliciting different kinds of emotions in game. Some of the elements should add replayability and together with the multiplayer component, you can probably put enough hours into it.

Journey is out in 2011 for PSN, so if you save up $1-$2 a month you really have no excuse not to try it by the time it's released.








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Maurice Tan Maurice Tan does his Associate Editing from The Netherlands in a reality-shattering time zone. After working as a university lecturer in Psychology and Communications teaching game studies and the merits of Keyboard Cat, he now spends most of his time posting news, previews, reviews, and features about industry stuff or all things PC and strategy. He is also a connoisseur of licensed games, as long as they have achievements. Likes Deus Ex, Colonization, Mass Effect, TIE Fighter, and his iPod Touch. Meet the rest of the team



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36 comments | showing # 1 to 36
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DinnertimeNinja's Avatar - Comment posted on 08/27/2010 19:09
DinnertimeNinja
I don't know why, but this sounds really awesome.

Kind of like just exploring the landscape of Shadow of the Colossus, which I very much enjoyed doing.
Patorama's Avatar - Comment posted on 08/27/2010 19:28
Patorama
I've always loved games that give off the feeling of isolation in vast environments. The first Metroid Prime, Shadow of the Colossus. I can't wait to give this one a shot.
ace of knaves's Avatar - Comment posted on 08/27/2010 19:33
ace of knaves
If you can look at a screenshot of this game and not want to play it...I don't know, you're weird.
Time Glitch's Avatar - Comment posted on 08/27/2010 19:44
Time Glitch
I can't wait for this game.

I wish they'd aim for it to be a bit longer. I was honestly hoping that it might be a really, really lengthy exploration that took some serious dedication, and you'd have to work together with others if you didn't want to be stuck for a long time X).

Oh well. Looks like an amazing game nonetheless. Can't get here soon enough.
Popyman's Avatar - Comment posted on 08/27/2010 19:45
Popyman
My Lord, I am so freaking happy this game exists. I love these people.

2011, the year I get a PS3, damn it!
Cess007's Avatar - Comment posted on 08/27/2010 19:48
Cess007
I've been looking for more into on Journey since the day TGC announced it.
I can't wait for try it; the more i read about it, i find it more and more intriguing.
Sean Carey's Avatar - Comment posted on 08/27/2010 20:19
Sean Carey
This was great in-depth coverage on a game I really wanted to know more about. Thanks!
TheRealist871's Avatar - Comment posted on 08/27/2010 20:40
TheRealist871
Oh wow. There's still no other developer like thatgamecompany...
Handy's Avatar - Comment posted on 08/27/2010 20:54
Handy
Its weird how they got really in-depth about the game and I still know fuck all about it, TGC always seemed like a “you have to play it to get it” type of developer. In a good way.
Cyril's Avatar - Comment posted on 08/27/2010 21:01
Cyril
I'm in love with ThatGameCompany. Here's to hoping they have a long and successful career.
CommanderMeaty's Avatar - Comment posted on 08/27/2010 21:43
CommanderMeaty
it's hard to understand the description especially because english isn't my primary language, theses screenshots remind me of a roman i readed called the alchemist.
well since i bough Fl0w on the psp and loved it, i am anticipating this game!
look at that woman's lips, classic!
xddga's Avatar - Comment posted on 08/27/2010 21:51
xddga
Looking back at TGC's games, each one massively improves on the other. Just off their two games, you can tell they've learned more and more to do what they want to do. flOw was great, but still a game. Flower, while a game, was great. Was more then it's parts, really. This.... I have really high expectations of it. I keep thinking of ICO (yes, caps, dammit). Just going through that game always w/ a sense of wonderment, stopping to look at the scenery, wondering about the past of the castle, etc... this game looks to capture that, and really seems to be the entire essence of it. I just hope there is a reason to come back to it time and time again though. 3 hours to finish is kind of a worrying issue, but then again should still be one of the best 3 hours gaming has to offer.
garison's Avatar - Comment posted on 08/27/2010 22:19
garison
Fucking fantastic. Very, very, very excited for this game to come out. I've loved thatgamecompany's other titles, so I have very high hopes for this.
enteringoblivion's Avatar - Comment posted on 08/27/2010 22:31
enteringoblivion
Flower was an amazing game. It's easily at the top of my all time favorites. Flow was great too but it seems to get overshadowed by Flower quite a bit. I'm not worried about the 3 hour play time. They've said in the past that there are multiple things to do over multiple playthroughs.

I'll buy anything they make anyway.
Wedge's Avatar - Comment posted on 08/27/2010 23:03
Wedge
This is a game I've wanted for a long time. Long before they ever even started making the game.
Tubatic's Avatar - Comment posted on 08/27/2010 23:43
Tubatic
Its like a spiritual sequel to Wind Waker, without the Zelda bits, and Sand for Water.
Gee-Man's Avatar - Comment posted on 08/28/2010 01:00
Gee-Man
Good god this game is fucking gorgeous. I have a weakness for games with distinct artstyles so this is going into my Highly Anticipated Games list regardless of any other details concerning this game.
KapitanFiggs's Avatar - Comment posted on 08/28/2010 01:03
KapitanFiggs
Want. NOW.
I cannot adequately express my excitement and desire for this game beyond that. Seriously.
DefiantBadger's Avatar - Comment posted on 08/28/2010 02:10
DefiantBadger
Holy shit...
Cirdain's Avatar - Comment posted on 08/28/2010 02:45
Cirdain
Sublime revelation ...
KrazyKraut's Avatar - Comment posted on 08/28/2010 04:18
KrazyKraut
we asked all idiots for the games at the sony booth...and no one did know about it....later i heard ut was only presented in a hotel romm :(
Unit 076's Avatar - Comment posted on 08/28/2010 05:02
Unit 076
Damnit, this is why I want a PS3!
Chosen Smoogle's Avatar - Comment posted on 08/28/2010 06:12
Chosen Smoogle
I think it would be neat to have the concept of having such a massive land with scattered people around claiming different territories they've discovered and either accepting you inside the former ghost town or instantly trying to kill you.

Would be unique to how human psychology works out in that sense.
Budogenkai's Avatar - Comment posted on 08/28/2010 10:13
Budogenkai
It looks awesome.
Chocken's Avatar - Comment posted on 08/28/2010 10:13
Chocken
It'd be nice to read an article on this type of game without seeing the author snidely shit on mainstream games. I'm sorry for tainting your glorious art-gamer master race with my love of established archetypes. Perhaps I can play this and maybe bask in the reflected glow of your enlightenment, oh great one.
Chocken's Avatar - Comment posted on 08/28/2010 10:14
Chocken
It'd be nice to read an article on this type of game without seeing the author snidely shit on mainstream games. I'm sorry for tainting your glorious art-gamer master race with my love of established archetypes. Perhaps I can play this and maybe bask in the reflected glow of your enlightenment, oh great one.
Elsa's Avatar - Comment posted on 08/28/2010 11:21
Elsa
this will be a buy! I really loved the game "flower"... such a wonderful experience!
TheGoToGamer's Avatar - Comment posted on 08/28/2010 12:09
TheGoToGamer
Looks very intresting . Love the art style. I haven't played flow or flower wich you'd u guys recommend as a first taste to TGC.
TheGoToGamer's Avatar - Comment posted on 08/28/2010 12:12
TheGoToGamer
Stupid iPhone wich one would you recommend first?
Chaos Mage's Avatar - Comment posted on 08/28/2010 14:05
Chaos Mage
@TheGoToGamer I would recommend Flower, it is a great game.

I can't wait for this game, I want to see it in motion.
Skagzilla's Avatar - Comment posted on 08/28/2010 15:12
Skagzilla
My Do Want levels are off the scale.
For Great Justice!'s Avatar - Comment posted on 08/29/2010 07:31
For Great Justice!
that image with the pillars really reminds me of SOTC.
i hope it is as awesome!
Pyro's Avatar - Comment posted on 08/29/2010 10:47
Pyro
It sounds awesome, too bad it's'only for the PSN :(
James Sunderland's Avatar - Comment posted on 08/29/2010 19:22
James Sunderland
One of the only games I'm truly excited for. Bitchin' art direction/concept.
Pic0o's Avatar - Comment posted on 08/30/2010 09:01
Pic0o
I embrace the use of MP, without needing to attack or wear a headset. Demon's Souls set the stage and Journey is looking to also implement some smarts. Game added to my radar get. :)
Lipscomba's Avatar - Comment posted on 08/30/2010 21:40
Lipscomba
can't wait!!!
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