I loved the way at the end it told you who you met on the way, it held it back and that was an awesome reward.
In a way, it's brilliant. Commendable, even. TGC understands the basic video game need to get from point A to point B, and they have built this game around this extreme simplification because they had something to say about life.
But at the same time, it only points out some of the glaring flaws in the "games = art" debates. For TGC's message to work, they stripped out so much of what makes video games unique to every other medium: the interactivity. Is that really what it takes? Must we sacrifice so much of what makes video games incredible to say something of importance? Are the critics right, that the interactivity gets in the way of conveying/controlling the message, so developers must get rid as much of it as possible?
Journey is an interesting game. It's powerful, beautiful, accessible, and unforgettable. But it also confirms a lot of my worst fears about the maturity and growth of video game narratives and interactivity, and how those two have to work in unison.
In the vast majority of games, narrative suffers at the expense of the interactivity/gameplay. Journey is the other way around, trading one problem for another.
And I guess that's fine, but I'll keep waiting for more games that can make both halves great.
Come on, every game has things you can do and things that you cannot do but you can do in other games. Based on your approach, every game is 'lacking' because there are things you can't do like you can in other games.
Also, the more things you can do in a game does not mean there is more interactivity. In Journey, there is nothing, absolutely nothing that can be added to the control scheme that would actually make it better.
My favorite part of Journey is shooting up through the clouds after the blizzard, and all you do is use the analog stick to sway. I wasn't thinking about how I can't do anything else, because I, me, was ascending and all I needed to do to feel like I was there was to sway left and right. It does not 'lack' interactivity, it simply does not need more 'things to do'.
I just like more game in my video games.
While I undestand where you're coming from, the same criticism of linearity could also be leveled at, say, Uncharted's heavily cinematic rigidity. Sure, you can die on Uncharted, and there's game mechanics, but it's an inorganic experience that, apart from the shooting, will not deviate from script.
Journey is better in that respect. Sure, the strings and linearity of the point A to point B is there, and I would definitely not call the game challenging, because it is not. There's no sense of failure in the game, apart from the mild frustration if you get caught by the flying eye thingies. But alternately, one can stay on a certain area just flying about and having fun ( and oh, how I do it at the mountain summit), and the game, though heavily linear, gives you at least a big enough sandbox on each area to roam about. A game can be linear and still feel organic (and alongside Journey, think Shadow of the colossus, which is also very scripted yet you don't really feel it), and can be open ended and still feel restrictive ( Mafia II comes to mind).
And then there's the multiplayer.
I met a couple of douchebags seemingly trying to race me to the top. And that's ok, it's as valid a part of the experience. But then, and more often, I might just meet some other figure who keeps daring me to roam the skies, and faff about, and chirp about and immerse yourself into thinking those are meaning conversations with your travel companion, or just be playful and zig zag some sand patterns. Or trying to get a new guy to follow you into some piece of treasure, be it a mural, or a magic scarf, or that trophy flower in the desert, all the while hoping he's getting the message. That spontaneous interaction has basically ensured that none of my ten odd walkthroughs are virtually the same.
That's not to say that that interaction cannot be improved, but compare it to say, Dear Esther in terms of interactivity. It's a clear show that there is room to expand and work on in this department.
That said and regarding the article, I just lost my 13 year old dog today, and this game was the only thing that occurred me to play in the dead hours. Cathartic doesn't even begin to describe it
I think we shouldn't be too restrictive with our labels.
Journey is art, in a way a movie could never be. It is easier and less interactive than the average game, but it could never be what it is if it were a completely passive experience. It moves you because you are the main character, because you feel so invested in his adventure.
Because you have supposedly played so many games before it, there's a whole level of subtext where the game assumes you have a certain mindset when playing it. Someone who has never played a game will enjoy the aesthetics of Journey but I think they would find it harder to crack its deeper appeal.
Just because Journey did it one way does not mean this is the only way games can be art. The final trigger pull in Snake Eater is art. The level design in the first Deus Ex is art. The gameplay concepts in Braid are art. All of these examples show how a game can represent a work of art in its own medium, which is different from a game being
"artistic" (the aesthetics in Prince of Persia 2008 are highly artistic, but the game is a poor example of video game art).
Journey is an example of how the video game medium can be used to create art. The fact that it is only marginally interactive is irrelevant. I consider it art because of the superb marriage of graphics and music WITH the interactive element. Like I said, it would not have been art had it been a movie, or at least it would've been a different kind of art.
But you surprised me Dtoid. I liked this article.
(Really good read, I do not entirely agree with how you perceive a video game to be, but I enjoy your way of thinking.)
But seriously, a guy called Jonathan Holmes is going to eat your anus off. Right off.
http://perceivetheunseen.wordpress.com/2012/05/16/journey/
I know that's not really talking about Journey, but I do find it an amazing game and it was also nice reading through all the comments with the little discussion about art and stuff.
Really interesting and insightful essay, thanks a lot! :)

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