Archive for the ‘journey’ Category
Chatting About Journey with Thatgamecompany
Posted by James Gallagher in journey, PlayStation Games, PS3, thatgamecompany on February 4th, 2011
Thankfully, we weren’t discussing soft American rock; we were talking about the upcoming PlayStation Network title from the people that brought you flOw and Flower.
I’ve been trying to avoid hearing too much about Journey as I want to enjoy it without any presumptions – not the easiest to do when you work at PlayStation and not ideal preparation for an interview with the developers, you might argue. Regardless, here is my spoiler-free conversation with Robin Hunicke, Journey’s producer and Jenova Chen, co-founder of thatgamecompany.
I’ll be posting a few more video interviews from the PlayStation Experience event in London next week; check out yesterday’s chat with Insomniac Games about Resistance 3, if it slipped you by.
Jenova Chen Explains Journey: Social Relevance and Artistic Inspirations
Posted by Sid Shuman in Developer Corner, Featured Post, journey, PlayStation Games, PS3, PSN, thatgamecompany on January 11th, 2011
I recently had the pleasure of meeting with Jenova Chen, the creative director of thatgamecompany and designer of flOw and Flower. Chen’s latest project, the upcoming PSN exclusive Journey, may be his most enigmatic project yet. In talking with Chen, I was most interested in learning what drove his unique, minimalistic vision, as well as the challenges in creating a drop-in, drop-out online multiplayer game without the use of industry-standard matchmaking lobbies and voice chat.
Sid Shuman: Journey’s got a certain mystique. Who are you in Journey? Where are you?
Jenova Chen: I want the player to find it out, it’s part of the fun. This is a world where there are no plants, no animals, and not even a single water drop to be found. The only things that are moving are these things, these characters, made out of cloth.
SS: Journey’s a multiplayer game, but there’s no matchmaking or online lobbies. Would you say it redefines multiplayer? Is it a co-op game?
JC: We’re not really redefining. We make games for PS3 owners, but we also make games for their relatives or children. I don’t think your grandma is going to know what a [multiplayer] “lobby” means. I don’t think most children will understand what [internet] “latency” means. So after we eliminated the lobby concept, we had very few choices — other players have to be able to connect at any time, not just the beginning of the game, and a player has to be able to finish the game by himself he can’t find someone. All these technical issues came in with that one decision to get rid of the online lobby.
A lot of games design co-op for co-op play only. The best game I’ve played this year was Lara Croft and the Guardian of Light. It’s very well designed, like a designer’s jewelry box. But it wouldn’t work for Journey. What if the other player wasn’t there? So we have to come up with other ways to make co-op more meaningful. We wanted something very primal, which forced us to make innovations.
We didn’t try to redefine multiplayer, we just wanted to create a more intuitive experience. If your grandma asked, “what’s Journey?” I’d tell her “Journey is just like hiking. You go to hike a mountain, and there are other hikers you might meet and if you like them you can hike with them.” And that’s it.
SS: What’s the core gameplay goal in Journey? What activities will I be engaging in?
JC: You will be…Journey-ing. Moving from point A to point B. [laughter] The problem is, moving is very boring. In World of Warcraft, you’re always moving…and waiting. So in Journey, we have things to spice up the moving. You can surf the sand dunes, collect cloth to fly over larger distances, cooperate with another player to get faster travel…sometimes you can ride things.
SS: It also looks like you’re collecting cloth patches, which seem to open up bridges or paths to other areas…
JC: Usually, players think about collecting as a “level up” experience. But we wanted to make the player feel small and weak. So initially, we did have a level up experience — if you collected 20 patches, you would jump higher or fly further. But that felt too empowering, which is the opposite of what we wanted. So instead of acquiring power, we made this metaphor for borrowing power. There are patches in the world, and when they hear your call, they come to help you out. Once you use them, they return to where they were. It’s not an ownership situation.
It also has to do with multiplayer. People would say, “I don’t want to play with you, I don’t want you to take my precious resources!” We tried various ways to eliminate that, but in the end, we decided to not give you [permanent] possession of them.
SS: Surfing on waves of sand looks like an interesting way to get around this very dynamic, shifting environment. It’s such a simple pleasure — a bit like Flower, actually.
JC: We had problems with walking. It’s frustrating, but there’s no easy way to make walking fun. So we tried surfing, because as a gameplay mechanic it’s fun — you know, SSX. But you could surf on the slopes but not on the flat surfaces, and most of the game is flat. So we had to come up with a reason why you could surf, so we made the sand have waves.
SS: Does Journey use any buttons?
JC: There are two buttons right now. “Calling” lets you collect patches and communicate with another player, a very primal form of communication. And then there’s a “Fly” button.
SS: I noticed that the camera is controlled by the DualShock 3’s Sixaxis motion sensor, not the analog stick.
JC: I have seen various non-hardcore players try a first-person shooter, and they couldn’t even aim. The two-stick camera system, using them at the same time, is just very difficult. It takes time to train. And every time I see a player struggle with that, he just puts the game down. So I wanted to think about a more intuitive form of camera control. The other problem with a stick camera, particularly in a third-person game, is that people tend to adjust the camera very often and very rapidly. When I watch them play, I get dizzy. And I want people to be able to watch others play Journey.
SS: Why does jumping not require a button press?
JC: We used to have a jump button, but we wanted to simplify the game. When you can jump, during the boring walk [laughs] people would keep jumping. And that’s not what we wanted to see! After we removed the jump button, people said “we want to jump!” So we added an automatic jump, and it’s working pretty well. I do miss pressing the X button sometimes when I’m walking, though!
SS: Are there enemies in Journey?
JC: There is something like an enemy, there is. [laughter] Nature is your enemy. If there is an enemy, you can’t do anything about it. You’re small and weak. You can’t slay the Shadow of the Colossus!
SS: Did an artist inspire the visual style of Journey?
JC: Do you know Chirico? If you see the original Japanese cover art of Ico, it’s an homage to Chirico. At an early stage, that was an inspiration.
SS: Journey is a very different kind of multiplayer game. Is it important for developers to challenge preconceived notions about what makes a multiplayer game?
JC: It’s important because your brain can be stimulated intellectually, emotionally, and socially. When people design online games, they often do lazy work. They bring an existing single-player game — an RPG, an RTS, a fighting game, a shooter — and duct tape on some online technology. They say, “okay, there’s multiple players, now do something cool. Here, play a kid’s game like Capture the Flag.” That’s the level of design. “Why don’t you kill each other until the last guy is left standing.”
If you really wanted to stimulate a social activity, you need to re-think it from the ground up. What is the skill they’re supposed to acquire? Accuracy? Or is it the ability to convince others? If the skill is social, it’ll be very relevant and useful. People still play poker. Why? Because the skill of deception is useful for real life. Look at online games. How many skills are based on social elements? Most games are based on grinding, accuracy, physical dexterity. They are not social games. They’re just old games with online features.
SS: Now, you’re saying this as a Call of Duty player, aren’t you? You like shooters.
JC: Yeah. I like fighting games too.They’re fun. But as I get older, what’s the point in pulling off another infinite combo? What does that do for your life? It’s not useful. People still play chess because strategic thinking is useful. Brain training games, fitness games…these have relevance. People don’t have much time to waste, so they want relevance. Whether it’s emotional relevance, like experiencing joy or sadness, or intellectual relevance, or social relevance.
SS: What other developers do you think are challenging gaming, perhaps in other areas?
JC: Quantic Dream. Team Ico — everything they make is very rich and deep emotionally. I think LittleBigPlanet is also very interesting. It’s not so much emotional as it is a different frontier. I also really appreciate whoever makes the best first-person shooter. Blizzard is always great, they have a lot of craft. We need those things too, because the game industry has to cover all sides. It’s not that I’m against fighting games or shooters — they need to be there, and they need to be good.
SS: Are you looking forward to BioShock Infinite?
JC: I liked BioShock but I didn’t finish it. I think I didn’t appreciate it as much as the fans, but I totally get the philosophies. I will try [Ken Levine’s] new game…it’s relevant. It’s not just about being strong and killing enemies. I appreciate that.
Jenova Chen Explains Journey: Social Relevance and Artistic Inspirations
Posted by Sid Shuman in Developer Corner, journey, PlayStation Games, PS3, PSN, thatgamecompany on January 11th, 2011
I recently had the pleasure of meeting with Jenova Chen, the creative director of thatgamecompany and designer of flOw and Flower. Chen’s latest project, the upcoming PSN exclusive Journey, may be his most enigmatic project yet. In talking with Chen, I was most interested in learning what drove his unique, minimalistic vision, as well as the challenges in creating a drop-in, drop-out online multiplayer game without the use of industry-standard matchmaking lobbies and voice chat.
Sid Shuman: Journey’s got a certain mystique. Who are you in Journey? Where are you?
Jenova Chen: I want the player to find it out, it’s part of the fun. This is a world where there are no plants, no animals, and not even a single water drop to be found. The only things that are moving are these things, these characters, made out of cloth.
SS: Journey’s a multiplayer game, but there’s no matchmaking or online lobbies. Would you say it redefines multiplayer? Is it a co-op game?
JC: We’re not really redefining. We make games for PS3 owners, but we also make games for their relatives or children. I don’t think your grandma is going to know what a [multiplayer] “lobby” means. I don’t think most children will understand what [internet] “latency” means. So after we eliminated the lobby concept, we had very few choices — other players have to be able to connect at any time, not just the beginning of the game, and a player has to be able to finish the game by himself he can’t find someone. All these technical issues came in with that one decision to get rid of the online lobby.
A lot of games design co-op for co-op play only. The best game I’ve played this year was Lara Croft and the Guardian of Light. It’s very well designed, like a designer’s jewelry box. But it wouldn’t work for Journey. What if the other player wasn’t there? So we have to come up with other ways to make co-op more meaningful. We wanted something very primal, which forced us to make innovations.
We didn’t try to redefine multiplayer, we just wanted to create a more intuitive experience. If your grandma asked, “what’s Journey?” I’d tell her “Journey is just like hiking. You go to hike a mountain, and there are other hikers you might meet and if you like them you can hike with them.” And that’s it.
SS: What’s the core gameplay goal in Journey? What activities will I be engaging in?
JC: You will be…Journey-ing. Moving from point A to point B. [laughter] The problem is, moving is very boring. In World of Warcraft, you’re always moving…and waiting. So in Journey, we have things to spice up the moving. You can surf the sand dunes, collect cloth to fly over larger distances, cooperate with another player to get faster travel…sometimes you can ride things.
SS: It also looks like you’re collecting cloth patches, which seem to open up bridges or paths to other areas…
JC: Usually, players think about collecting as a “level up” experience. But we wanted to make the player feel small and weak. So initially, we did have a level up experience — if you collected 20 patches, you would jump higher or fly further. But that felt too empowering, which is the opposite of what we wanted. So instead of acquiring power, we made this metaphor for borrowing power. There are patches in the world, and when they hear your call, they come to help you out. Once you use them, they return to where they were. It’s not an ownership situation.
It also has to do with multiplayer. People would say, “I don’t want to play with you, I don’t want you to take my precious resources!” We tried various ways to eliminate that, but in the end, we decided to not give you [permanent] possession of them.
SS: Surfing on waves of sand looks like an interesting way to get around this very dynamic, shifting environment. It’s such a simple pleasure — a bit like Flower, actually.
JC: We had problems with walking. It’s frustrating, but there’s no easy way to make walking fun. So we tried surfing, because as a gameplay mechanic it’s fun — you know, SSX. But you could surf on the slopes but not on the flat surfaces, and most of the game is flat. So we had to come up with a reason why you could surf, so we made the sand have waves.
SS: Does Journey use any buttons?
JC: There are two buttons right now. “Calling” lets you collect patches and communicate with another player, a very primal form of communication. And then there’s a “Fly” button.
SS: I noticed that the camera is controlled by the DualShock 3’s Sixaxis motion sensor, not the analog stick.
JC: I have seen various non-hardcore players try a first-person shooter, and they couldn’t even aim. The two-stick camera system, using them at the same time, is just very difficult. It takes time to train. And every time I see a player struggle with that, he just puts the game down. So I wanted to think about a more intuitive form of camera control. The other problem with a stick camera, particularly in a third-person game, is that people tend to adjust the camera very often and very rapidly. When I watch them play, I get dizzy. And I want people to be able to watch others play Journey.
SS: Why does jumping not require a button press?
JC: We used to have a jump button, but we wanted to simplify the game. When you can jump, during the boring walk [laughs] people would keep jumping. And that’s not what we wanted to see! After we removed the jump button, people said “we want to jump!” So we added an automatic jump, and it’s working pretty well. I do miss pressing the X button sometimes when I’m walking, though!
SS: Are there enemies in Journey?
JC: There is something like an enemy, there is. [laughter] Nature is your enemy. If there is an enemy, you can’t do anything about it. You’re small and weak. You can’t slay the Shadow of the Colossus!
SS: Did any particular artist inspire the visual style of Journey?
JC: Do you know Chirico? If you see the original Japanese cover art of Ico, it’s an homage to Chirico. At an early stage, that was an inspiration.
SS: Journey is a very different kind of multiplayer game. Is it important for developers to challenge preconceived notions about what makes a multiplayer game?
JC: It’s important because your brain can be stimulated intellectually, emotionally, and socially. When people design online games, they often do lazy work. They bring an existing single-player game — an RPG, an RTS, a fighting game, a shooter — and duct tape on some online technology. They say, “okay, there’s multiple players, now do something cool. Here, play a kid’s game like Capture the Flag.” That’s the level of design. “Why don’t you kill each other until the last guy is left standing.”
If you really wanted to stimulate a social activity, you need to re-think it from the ground up. What is the skill they’re supposed to acquire? Accuracy? Or is it the ability to convince others? If the skill is social, it’ll be very relevant and useful. People still play poker. Why? Because the skill of deception is useful for real life. Look at online games. How many skills are based on social elements? Most games are based on grinding, accuracy, physical dexterity. They are not social games. They’re just old games with online features.
SS: Now, you’re saying this as a Call of Duty player, aren’t you? You like shooters.
JC: Yeah. I like fighting games too.They’re fun. But as I get older, what’s the point in pulling off another infinite combo? What does that do for your life? It’s not useful. People still play chess because strategic thinking is useful. Brain training games, fitness games…these have relevance. People don’t have much time to waste, so they want relevance. Whether it’s emotional relevance, like experiencing joy or sadness, or intellectual relevance, or social relevance.
SS: What other developers do you think are challenging gaming, perhaps in other areas?
JC: Quantic Dream. Team Ico — everything they make is very rich and deep emotionally. I think LittleBigPlanet is also very interesting. It’s not so much emotional as it is a different frontier. I also really appreciate whoever makes the best first-person shooter. Blizzard is always great, they have a lot of craft. We need those things too, because the game industry has to cover all sides. It’s not that I’m against fighting games or shooters — they need to be there, and they need to be good.
SS: Are you looking forward to BioShock Infinite?
JC: I liked BioShock but I didn’t finish it. I think I didn’t appreciate it as much as the fans, but I totally get the philosophies. I will try [Ken Levine’s] new game…it’s relevant. It’s not just about being strong and killing enemies. I appreciate that.
thatgamecompany Shares Journey’s First Trailer
Posted by Kellee Santiago in journey, PlayStation Games, PS3, PSN, thatgamecompany, Trailers on December 10th, 2010
Hello hello hello! This is Kellee Santiago, and I am honored to fulfill thatgamecompany‘s final wish for 2010 – to show you more Journey. Most of you probably watched Jenova and I on SPIKE’s special pre-VGA show last night – well, I have more for you. Below is our very first trailer to showcase some of the great things to come.
I’m in NYC right now, where we’ve been talking more about the game, and specifically about our approach to creating a unique, intuitive, and accessible online experience. So keep a look out for more info to come!
Playtest thatgamecompany’s Journey Next Week in L.A.
Posted by Kellee Santiago in journey, PlayStation Games, PS3, PSN, thatgamecompany on November 12th, 2010
Since popping our heads out of the sand to announce Journey at E3 this year, we have been deep in the throes of development. But now I’m peeking up again to see if any of you might be interested in giving us feedback on the game here in Los Angeles!
As you might already know, we have an extremely iterative development process, which means that although we are still building out the game, we like to get feedback from players early so we can incorporate it into the final version. This is a great opportunity to see the game as it progresses, and get a look behind the curtain of game development. Also, we’d love to have folks from this community help us! Here’s the info:
Evening of November 19th, 2010
Requirements to participate are:
- Be between the ages of 18 and 35.
- Be an active PSN game player. We want people who are familiar with PSN games, visit the Store, and download games as a part of their PlayStation life.
- Live in Los Angeles, and have reliable transportation to the playtest in Santa Monica.
In case you missed our E3 announcement, Journey is our latest game we’re working on with SCEA’s Santa Monica Studio, following flOw and Flower for PS3. With Journey we are taking a departure from our previous two games, introducing a human-like playable character, and a narrative that is much more like an adventure. All the while we are aiming to keep the emotion and beauty that our previous projects have become known for.
If you are interested and qualified, please send an email with your name, age, address, PSN ID, and contact number to journeyplaytest@gmail.com. If you are selected, you will receive an email with confirmation and the specific details.
Introducing thatgamecompany’s Journey
Posted by Kellee Santiago in Featured Post, journey, PlayStation Games, PS3, thatgamecompany on June 17th, 2010
We are really excited to officially announce our current thatgamecompany project, Journey.
The inspiration for Journey came from Jenova Chen’s feeling that in the modern world where man has so much power, we have lost an integral aspect of the human experience – awe towards the unknown. And we can see this in our video games as well. But don’t take it from me! Here’s Jenova to talk about it more:
In today’s society, man is powerful – We can travel at 60 mph; we can fly; we can connect with just about anyone, anywhere, at anytime. But on the street, people pass by each other ignoring the wonderful existence of other beings. We are overwhelmed by the attention needed to gain and execute our own power – just like we are in most video games. While we are doing that, we can become isolated and insecure deep inside our mind.
On the contrary, when we are hiking in the wild, we become tiny and weak again. These feelings make every other person we encounter much more important and enjoyable. We greet them, giving them genuine and useful help. We might travel together for a period, learn from and rely on each other. Struggling against the dangerous nature together, somehow, makes us warm and powerful inside. (This doesn’t make any rational sense, but somehow that’s how I feel. And I’m sure many of us do.) While most video games offer the sense of empowerment in the online gaming experience, we felt the player will pay more attention to the other players if they are less distracted by the power, and the online gaming experience will be quite unique if it carries the feeling of awe towards the unknown.
In a world where the majority of the players are distracted by technology, evoking a sense of awe and mystery could be very refreshing and powerful.
To realize these goals, we aimed to create a world that feels vast and somewhat unfamiliar. And so the game begins with a character waking up in a desert, with no clues as to what might have happened before or what will happen later. There’s only a tall mountain in the distance, beckoning the player to set out and explore.
As you travel through the world, you may encounter a stranger who is on his or her own journey. But we don’t want to talk too much about the online experience right now. In part, because we really don’t want to inform your own experience of it; also, because we really enjoy seeing what happens when experiences come without explanation. But there’s plenty of time left for us to talk about it in the future…
One thing is for certain: we love getting to talk about a new project! It means that we can’t just navel-gaze about our own work anymore. It’s out there. You’re responding to it! And it also means we’re that much closer to getting the game into your hands. So we’d like to extend a HUGE thanks to everyone who has already expressed words of encouragement – they really do help!
















