The Pixel Crush

-------------------------------------------|Digital Animation & Game Criticism|-------------------------------------------

Showing posts with label Journey. Show all posts
Showing posts with label Journey. Show all posts

Sunday, 18 March 2012

Pixel Pilgrim

I awake in the molten sands of a desert. Rising, grains of it fall from my scarlet robe, I know I am on a journey, the title has told me that much, and it is all I need to know. As the sand moves under my feet I set off on my pilgrimage, into the unknown of the undulating dunes.
Journey is the latest game from ThatGameCompany who brought the world such varied experiences as Flow and Flower. If you ever plan to play this game then please stop reading, refrain from seeing or hearing any more on it, as the more that surprises you about this game the stronger the experience is.

Whats new about Journey is not the methods by which it leads the player along its path but the way it evokes feelings whilst doing so, one reviewer commented on the elements inspired by other games, and there is evidence of drawing from other game's strengths. The iconic landscapes of Shadow of the Colossus strewn with crumbling viaducts and bridges features in one section, while the constant goal of the lit peak on the horizon is quite reminiscent of the ever present singularity tower in Half Life 2: Ep.2, always reminding the player of the importance of certain narrative points.
Jenova Chen, co-founder of TheGameCompany, is often reluctant to talk on the artistic intent of his games, but in an interview he did reveal one of the themes for Journey whilst designing its gameplay mechanics. When walking down a street in a crowded city people rarely greet each other, the interaction between people is not cherished as it would be on a moutain hike where to see another person is a rare occurance. Maybe you walk with them and talk a while before separating ways again. This is the experience, and the emotions of companionship and shared memory that go with it, that they strove to create.

In the online gaming community of sports, shooters, and MMOs: identity is paramount. You must connect to your avatar  because  then you will invest time into developing your character's skills and appearance in order to differentiate yourself from you team mates or competitors. This culture of individualism would have destroyed the experience Journey aims for as it is very important you don't have this separation of identity when you meet a companion. For your companions are in fact other pilgrims, on other consoles, travelling with you through bandwidth, and sand.
Journey creates commonalities between players to help foster that kinship of two travelers. Mechanically you have a common destination, the very act of walking beside someone, whether you're leading or following creates literally a shared direction. Visually you have a common appearance, you are clearly here for same reason. Your red robe and dark face mean that you have no reason to discriminate or even differentiate between yourself and your companion, you belong together. Aurally you speak the same language, an alphabet of woodwind words, flute-like in timbre. This simple method of speech allows primitive expression that can connote fear or excitement with some rapid toots, a call or farewell with a louder sustained note, but none of this is taught to the player or written in a manual it merely exists as a system of expression between players to further unify them.

Yet for all this common ground between players it is still essential that players are strangers to begin with. As strangers the evolution of your acquaintance with each other parallels the evolution of the journey you take together, you discover a new place whilst simultaneously discovering a new person. Another of the game's metaphorical systems of play is the attainment of scraps of cloth to add to your scarf. Mechanically this allows the player to spend longer in the air as they expend the magic symbols inscribed along the length of their scarf. It also gives the player a sense of history, like each scrap is a memory collected and stored, and who has the most memories? The well traveled, the experienced: the elderly.
When I met a companion with a scarf significantly shorter than my own, I had subconsciously understood the game's systemic analogy for age and automatically felt a sense of responsibility that I couldn't place without the hindsight I now have. My relationship to this companion took on the role of teacher and disciple, the veteran pilgrim leading a traveler on their transition into adulthood, though I had never completed the journey myself, I took the lead followed by my companion, when I waited so did my companion. I developed a connection to the point where I gasped when my companion was attacked by a leviathan of a creature that resided in the cave we were passing through, I feared my disciple was gone, permanently. I felt responsible. I had not been the protection I should have been. This consistent 'tight coupling' of mechanics and themes is something that I spent 9,000 words advocating in my dissertation, so to see it in a game the day before hand in was just a complete joy.

There are other anecdotes of abandonment, euphoria, and relief at not being alone at the end. And this is only one person's experiences with a game that offers such an emotional range I imagine there are thousands of emergent stories being told by players, all variants on the template which ThatGameCompany created. Journey is just one of those very rare games that manifests its vision so completely, so elegantly.

"This move (to abstraction) underscores ThatGameCompany's sophistication: in a medium where interpretation is scorned as indulgent and pretentious, Journey gives no ground: the player must bring something to the table." (Bogost, 2012).

After its all over you are presented with a screen of PSN ID's, the online identities that you spent your journey with. So if you did value your time with you fellow traveler, maybe you actually did find a like minded person who you now have the opportunity to contact, now you have the opportunity to extend that relationship beyond the boundaries of Journey. But the screen fades before too long and I got into the digital equivalent of that situation where you lost the contact details of someone you met on holiday, so if my companion debellatoro1 (or similar, because that PSN ID didn't work) ever reads this, send Olninyo a message.
I'm glad I was not alone, on my journey to the end.

Relevant Reading

IGN's behind the scenes interview with Jenova Chen

Ian Bogost's retrospective on ThatGameCompany's game's and their progression from the theory of flow to Journey.

A behind the scene documentary with the designers talking on the game and what it means to them.

Saturday, 25 December 2010

Animated Existance.

Amazingly we got chosen to do the Animated Exeter intro trailer after the 3 groups presented their pitch documents. Kudos to Jake for coming up with the initial concept with Tom, and then doing the animatic on his own. I've begun modelling Exeter cathedral for what will be the centre piece of the animation as the robot emerges- Thunderbird's style, from the cathedral as it splits open. Here are some renders from the different stages of modelling.

I'm still not into the fine detail yet but it wont be long, I'm not sure whether I'm going to try and do displacement maps or create vectors to extrude geometry from for the intricate carvings but I certainly won't be trying to model them from the existing faces. Alan has been working on robot models based on the promotional illustrations for a while and its looking sweet.
I've been playing with final gather in mental ray and getting some great results from using just one light, and its not as slow as I remembered. It effectively calculates bounce light or "indirect" lighting, when combined with mental ray's sun light node (shown to great washed out effect in the final image) it starts looking really tasty. What I hadn't realised was final gather also calculates the colour of the bounced light so you get strong colours bleeding and reflecting onto nearby surfaces when brightly illuminated which really helps make the image feel cohesive and authentic. It also left me wondering what global illumination was, which I previously thought was for this colour bounce effect. Research time!

Click to enlarge:

I'm sure you also recognise our old friend ambient occlusion as well :)


I've been collecting interesting articles to share with you all, the mystery people who read my blog, and its been a while so there's quite a few.

Fascinating thoughts on Roger Ebert's refusal to acknowledge videogames as an art form, and whether we should even care what he thinks.

The debut trailer for the pioneering That Game Company's "Journey". If its even half as evocative as Flower it'll be worth your time. And here is the creative director talking about a number of topics not usually covered in an developer interview.





BBC's Panorama created a sensationalist documentary that, while raising the dangers of addiction in certain personalities, attempted to pin the blame on videogames. While its probably not on iplayer any more there's plenty of outraged prose to browse on the blogosphere.

Discussion of viable ways of getting into the industry from going Indie to getting a job as part of a bigger developer.

The game whose tech everyone is talking about because of it's ridiculous accuracy when it comes to facial motion capture. L.A Noire looks to build on all the great detective gameplay and digital acting Heavy Rain started, and deliver in a slicker package that will appear to the less open minded majority.

An incredibly affecting flash game that only lasts about 10 minutes and does exactly what it says on the tin. You have once chance to play this game, no amount of refreshing your browser will change this, believe me: I tried, after massively screwing up. The permanence of consequence explored by this game mechanic is something rare in a small flash game, and a pleasant surprise.

A good talk from one of the creators of Narbacular Drop, the game student project that became Portal, that touches on the differences between education and the industry. Invaluable stuff.

A wonderfully diverse talk on innovation from a number of more prominent Indie game developers at a panel in 2007. Each says his piece before they discuss points from their respective presentations and generally cerebral debate follows.