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Climbing Mountains of Beautiful Sand in Journey

We've played with Jenova Chen's crazy multiplayer experiment.

I have no problem saying Flower was my favorite game of 2009. That any game was able to make Sixaxis controls fundamentally interesting is remarkable enough, but Flower was something special, a calming experience more therapy than game. It’s why I’ve been acutely interested in thatgamecompany’s next experiment, Journey. At first glance, it looks…traditional.

I say that as though it’s a dirty word, but only because the abstraction in thatgamecompany’s projects are part of the appeal. I knew there was more to this, so when I had the chance to play the first 15 minutes or so of the game and speak with designer Jenova Chen, we immediately dove into Chen’s intentions with Journey--and how he’s kind of sort of messing with you.

Journey, like Flower, is about isolation. You’re piloting an avatar this time around, which grounds the gameplay into constructs basically all players will be immediately familiar with. You can jump, collect power-ups that amplify the power of those abilities over time, and solve simple puzzles required to make progress. When the game opens, as you catch your bearings, you’re in the middle of a massive desert with very few buildings, objects or characters. You’re alone.

Journey reveals its “a-ha” moment when another character appears, one who looks very much like you. They look like you because they are you, they just happen to be another player who could be on the other side of the world or down the block for all you know. There are no nicknames, real names or even an indication the character’s not secretly driven by artificial intelligence. You don’t have to cooperate with them, either. That choice is up to both of you.

Traipse the Dunes of PSN's Journey

Here's a minute-long look at the cooperative exploration in thatgamecompany's next downloadable game.

Unfortunately, this feature wasn’t working when I sat down the play the game, but I asked Chen to explain why he chose to strip the multiplayer down to its most core components.

“We decided to focus on innovating the feeling between two players in the digital space,” said Chen. “In a world like this, if you see another player, you will feel like you want to get close to him. In a big city, you’re walking [a] downtown street, you don’t care about [people], because they’re everywhere. You care about your cell phone or whatever. But if you go to the mountain, go to the wild, hiking, you’re so small, you don’t feel you know a lot about the world. You’re insecure. Whenever you run into another person, you naturally want to go and say hi to them. Very simple psychology. I wanted to see an online game where we delivered the mountain.”

Chen decided to push back on traditional multiplayer design because he’s plays a bunch of multiplayer games himself, from Left 4 Dead to Street Fighter IV. While a fan of competition, he became tired of competition. Even when cooperation does occur, it’s forced.

“The fact that you have two-player online, the social experience is there, asking for you to explore, but most games, 90% of the time, you’re shooting zombies,” he said. “You only get 10% time to look at each other and usually that’s forced. People kill me before we reach the end; they steal my health pack. I think if we really want to make people feel better towards each other and have a different impression compared to what the general consensus of online play is, you need to design a game differently. “

You can finish Journey without working with another player, but that's your choice. Chen wants that to be your decision. When solving puzzles in Portal 2’s co-op mode, you’re doing so because you booted up co-op. What if someone appeared in the middle of the single-player experience and asked to help? You’d probably turn them down, wouldn’t you? I know I would. And besides Journey intentionally masking names, your Bluetooth headset means nothing; you can't talk.

"When you run into another player [in Journey], you don’t think about ‘oh, this character’s hot, this character has history.’" said Chen. "You think ‘okay, this is another person who’s controlling the same kind of thing and I know that’s a person.’ That interaction happens at the level of a human being. I know someone’s playing a game. I don’t know how old he is, what gender he is or she is, but I can tell he’s a human, I can tell he’s doing things, I can tell he’s trying to communicate with me. I think, at that level, the multiplayer’s the most beautiful. As soon as you have language, you have ‘okay, this guy is clearly a twelve-year-old.’"

He (it?) has no feet and no arms. Creepy.
He (it?) has no feet and no arms. Creepy.

I'm not the first and I won't be the last person to draw comparisons to Ico and Shadow of the Colossus. If you were told Journey was a Team ICO project, you wouldn't blink. Chen doesn't have a problem with the comparison, arguing both him and designer Fumito Ueda are actually designing around the same ideas of establishing emotional connections. Even in my brief time spent with Journey, the wide open vistas, flowing sand (by far the most impressive use of Sweet Sand Technology I've seen) and long, quiet moments of running in isolation brings echos of Ueda.

"Ico is trying to use the environment to focus on the connection between the main character and the girl," said Chen. "We are using that same feeling, which is more of a sense of wonder and not knowing, to force the players to be together. It’s kind of interesting that I heard Shadow of the Colossus was supposed to be a multiplayer game. It makes sense. Fortunately, they didn’t do that because of the limitations of PS2. We get to do that here! I don’t feel bad if people say ‘oh, this is kind of like Shadow of the Colossus’ because really we are trying to go for a similar feel in a multiplayer game."

And even though Journey appears to look more traditional, the controls are not. You might be tempted to look around the world with the right analog stick but the game won't let you. Tilt the controller around, however, and you've discovered the camera controls. Chen admitted the team has not made a final decision on whether the camera controls will be locked to Sixaxis. We had a lengthy off-the-record discussion about the merits of forcing players into this unorthodox camera method. For my money, I dug the deliberate, methodical approach to looking around. Sixaxis moves slower, and you shouldn't be rushing through Journey. You're meant to slowly take in what's around you. That said, Journey isn't Flower and I can see people upset at limited options.

With thatgamecompany, however, one expects subversion. Journey looks poised to deliver that. We'll see if players decide to engage with Chen's multiplayer experiment later on this year.

"I want to see a genuine choice of two human beings of wanting to be together," he said. "I think the connection between the players after they go through the journey together will be much, much stronger than a forced experience. To me, that’s a big experiment. The game design is very, very challenging. I’m glad that we’re using a more traditional adventure game form. That’s also what I want to do if I get to make an adventure game."

GeneralZod37on June 5, 2011 at 11:48 p.m.

sounds cool

Dantevelion June 5, 2011 at 11:48 p.m.
cool
nicksemon June 5, 2011 at 11:49 p.m.
Pretentious bollocks
MisterMouseon June 5, 2011 at 11:51 p.m.
This game looks awesome.
jaymorgothon June 5, 2011 at 11:52 p.m.

I am so very interested in this game. Thanks Patrick for getting more news on this!

TomAon June 5, 2011 at 11:52 p.m.
This game just, wow, it looks amazing. I want a PS3.
csl316on June 5, 2011 at 11:55 p.m.

interesting take on mp, for sure

SaturdayNightSpecialson June 5, 2011 at 11:55 p.m.

And that's how Patrick got fired for using asterisks to emphasize words in an article.

Elliotpageon June 5, 2011 at 11:56 p.m.

I'm a bit leery of the game now. When the game first debuted it looked like an awesome solo exploration sand (ha!) box. Unless I'm missing the mark in a big way, this article makes the game sound linear, much like flower was.

I hope the co-op can be present, but optional - like it was in Demon's Souls.

GioVANNIon June 5, 2011 at 11:58 p.m.
Everything I've read about this sounds awesome... except for sixaxis camera controls.  Seriously, that just sounds awful.  Hopefully, if they decide to implement it, they make it an option.
Lelcaron June 5, 2011 at 11:58 p.m.

If anything this game looks beautiful.

Dixavdon June 6, 2011 at 12:02 a.m.
I might get this, it looks beatiful and it owuld be fun to play a game where just feeling the setting a game is in rather than pushing to a story or to intense specific gameplay (a lot of game sI play require either a lot of thinking of what to do next or a lot of idea of how the AI or how th ebets ways ot get the bets items ect... are so this might be a nice change) - Will be looking out for this game.
Olivawon June 6, 2011 at 12:05 a.m.
God this game looks so fucking good. As long as I get to explore those ruins and maybe interpret who built them and why, I will be happier than a pig in shit.
kerikxion June 6, 2011 at 12:05 a.m.
I really love this idea, actually. I hate talking to other players in online games, it's much better when the communication is just part of the gameplay. L4D with it's voice commands is sort of what I think of. Jumping and singing is more fun though.
Gerhabioon June 6, 2011 at 12:06 a.m.

I really like the concept of playing with perfect strangers online with no communication or identity whatsoever. Sounds like a game of solitude.

02sfraseron June 6, 2011 at 12:07 a.m.
This sounds amazing. I love the idea of wanting to work with someone rather than being forced. Very excited for this.
buckyon June 6, 2011 at 12:08 a.m.

happy to see some people trying to push boundaries. very much looking forward to this game.

Olivawon June 6, 2011 at 12:09 a.m.
@Elliotpage said:

I'm a bit leery of the game now. When the game first debuted it looked like an awesome solo exploration sand (ha!) box. Unless I'm missing the mark in a big way, this article makes the game sound linear, much like flower was.

I hope the co-op can be present, but optional - like it was in Demon's Souls.

They just said, and have said, that the co-op is always present, but always optional. You can just run right past people if you want, or you can roll around with them and press the sing button a bunch.
 
That's the whole POINT.
 
That the game is linear? I don't know. They said that the mountain with the light on it is supposed to be your eventual destination, but they've also said that you can go off and explore elsewhere if you want and ignore the mountain, but maybe the design has changed some.
 
WHO KNOWS! I want to know.
 
As long as there's something cool at the top of the mountain.
Creigzon June 6, 2011 at 12:11 a.m.
It's a very fascinating concept to me really. I like the idea of no real social interaction, but just mere visual interaction. That would make multiplayer a more challenging factor.
Afroman269on June 6, 2011 at 12:13 a.m.

I have no problem saying Flower was my favorite game of 2009.

Damn, I was just beginning to like you, Patrick.

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