国产三级大片在线观看-国产三级电影-国产三级电影经典在线看-国产三级电影久久久-国产三级电影免费-国产三级电影免费观看

Set as Homepage - Add to Favorites

【?? ???】The iOS spiritual successor to 'Journey' gives hope for a better world

Source:Feature Flash Editor:hotspot Time:2025-07-02 09:35:31

Thatgamecompany co-founder Jenonva Chen,?? ??? the mind behind wildly acclaimed titles like Journeyand Flower, designs games with one simple but seemingly impossible goal: to create virtual worlds where people are nice to each other.

In 2012, the monolithic Journeyachieved that seemingly impossible task. The minimalist online game stripped players of all identity, rendering each an identical, anonymous robed figure without a name or any ability to communicate aside from chirps.

By doing away with all the typical conventions of a multiplayer game (voice chat, competitiveness, usernames), Journeyleft the strangers it paired together with no other option than to cooperate on their adventure through its gorgeous and mysterious world. Famously, one other form of interaction became common practice among players, which Chen and his team never accounted for.

Players began tracing hearts in the sand around each other, to express their love for the experience they'd just shared together.

Described as a spiritual successor to that Playstation exclusive, the newly released free iOS game Sky: Children of the Lighthopes to recreate those emotional connections made in Journey, only through a more expanded and accessible platform.

"This is a game designed for you to feel safe, so you can invite your friends to experience games no matter their experience level. We want more people to love games, and that won't happen if their first experience is hostile," said Chen when we spoke to him at E3 earlier in July.

SEE ALSO: 'Kids' is a mesmerizing iOS art game about the human collective

Often, people point to Journeyas one the best titles for gaming newbies to try, not only because of its simple mechanics but its embodiment of the new artistic heights the medium has reached. Skyhas the potential to truly deliver on that promise, with touch controls on an iPhone or iPad that are even more beginner-friendly than a console game with dual-stick controllers.

It all feeds into Chen's ultimate vision for not just Sky, but what communal video games can be: an antecedent to other online technologies that make us feel more distant from each other despite claiming to connect us.

"Even though we are next to each other, we all feel alone."

"Man evolved from a social animal. We are meant to be together. We're meant to be doing things together. That's what makes us happy. But the modern society, for some strange reasons, even though we are next to each other, we all feel alone. That's the current state of the human psyche."

Like Journey, Skycould change what we think games are capable of. Now more than ever, amid the cacophony of division that defines our offline and online lives in 2019, we need Chen's design philosophies. We need proof that human beings can work together, find a universal capacity for kindness and connection in us all -- even if it is just in a mobile game.

In every way, Skyis a more ambitious and expansive game.

Journeyonly allowed two anonymous strangers to play together at a time, trekking across the linear path of a single desert. In Sky, multitudes of other players populate seven different kingdoms at once, all of whom you can befriend, unlocking more of each other's identities by giving in-game currency (candles and hearts) to gain higher levels of friendship.

The most standout difference, though, is the extent to which players can communicate. Gone are the days of needing to communicate through sand. You can actually have full on text chats after establishing friendships with a stranger in Sky, though they're limited to designated benches and three-minute sessions.

Original image replaced with Mashable logoOriginal image has been replaced. Credit: Mashable

Chen and his team spent years learning how Sky could allow for these more complex player-to-player interactions without losing the altruism at the heart of Journey's vision. They even pulled from sociology to figure out how to human behavior was affected by the rules of a world.

"A lot of people believe man is born evil, but I actually don't believe that," said Chen. "Through the development of Journeyand Sky, what I learned is that human beings have all colors. And the rules of society force certain colors to show more brightly than others."

Tellingly, the addition of currency and a chat function was particularly difficult to maintaining altruism. Players immediately fell into the usual patterns of standard multiplayer games, trading hearts for selfish gain rather than to show mutual appreciation, and hating newbie players who weren't wise to these transactional exchanges.

Mashable Top Stories Stay connected with the hottest stories of the day and the latest entertainment news. Sign up for Mashable's Top Stories newsletter By clicking Sign Me Up, you confirm you are 16+ and agree to our Terms of Use and Privacy Policy. Thanks for signing up!
"Human beings have all colors. And the rules of society force certain colors to show more brightly than others."

To fix that, they made hearts (the rarest currency) something that non-playable characters could gift players, so everyone stopped expecting it from each other. Limiting the chat function also served to discourage players from only using it like a negotiation table.

"People were just abusing the power we gave them, so we had to keep taking it away," said Chen. "It's almost like designing laws. Certain laws encourage people to break it. Other laws actually do protect them."

Journeyrequired similar play-testing to figure out how to curb players' worst impulses. Even in that much more limited virtual space, they often still immediately tried doing things like pushing each other off cliffs.

But again, Chen doesn't see any of that as evidence of people being inherently bad or cruel. It's just part of the natural process of learning how to be human.

"In the real world we learn what's acceptable and what's not acceptable through our society and environment. But as kids we're not born knowing the no rules. So we're always pushing to figure out how much is too much? That's why my kids are always, you know, smacking me, touching me, sticking their finger up my nose -- until I tell them they can't."

Original image replaced with Mashable logoOriginal image has been replaced. Credit: Mashable

Explaining this behavior in game design terms, Chen said that this is just people seeking "maximal feedback" from the world around them, or in other words the biggest response possible.

"The minute you transport yourself into the Internet or a game word, you're like a baby. You think, 'What is the fastest way to get maximal feedback?' Griefing tends to generate that the quickest, so you get trolls on forums who just try to see how angry they can make you."

Designing a virtual online space that would encourage players to seek a more positive avenue for maximal feedback was often counterintuitive. Chen's first instinct was to get rid of any possibility for players to act selfishly, like requiring them to give each other hearts in order to progress.

"In this case, the funny thing was that order to make you altruistic, we actually had to give players selfish options. So then when you give someone a heart, it's not out of need. It's from a place of showing each other genuine appreciation."

"When you feel small, when the world is mysterious and dangerous, then you want to connect and rely on each other."

Even with all the differences, many of the design solutions the team figured out in Journeyalso applied to Sky -- and it's the reason why both games focus on uncovering the mysteries of a vast but dying ancient civilization.

"We want the world to make you feel small. Because when you feel small, when the world is mysterious and dangerous, then you want to connect with and rely on each other. You want to be a community," said Chen. "We're trying to bring you back to that primal time when human beings were still small, and nature was filled with the unknown and made us feel powerless."

This is where Skyand Journeydiffer from the prevailing media of our time, both in and outside of video games.

"We live in a very a power fantasy-focused society today. Everybody's some kind of superhero," he said. Chen doesn't just mean Marvel movies, either. He sees a direct link between this trend toward power fantasies and the advent of technology.

"Maybe the reason everybody is so anxious today is because we all have too much power. We can all tweet, we can search for everything instantly, always at our fingertips. When's the last time you felt like you really didn't know something? When we didn't have Wikipedia or Google to give us the answers," he said. "Taking that power away -- that is when you understand a sense of awe."

Original image replaced with Mashable logoOriginal image has been replaced. Credit: Mashable

Skyis awe-inspiring. It is a gorgeous, unbelievably impressive feat of both design and technology. Its expansiveness makes it impossible to say anything too declarative about the success of its ambitions, since that will largely depend on the community that grows from it over time.

But in every other way, the "moreness" of Skyfeels like it comes at a cost.

The brilliance and singularity of Journeyspecifically derived from how much it could say and make you feel with so little. Through chirps and a story told only in the vaguest of archetypes, Journeyallowed us to find the humanity in each other when we're stripped to our barest essentials.

Skytries and at times very much succeeds in regaining that feeling. Flying around its gorgeous clouds, holding up to eight strangers' hands -- it gives you hope for us human beings, especially at a time when we desperately need to see the good in each other again.

Original image replaced with Mashable logoOriginal image has been replaced. Credit: Mashable

But it does leave me wondering what the new additions, like in-game currency and a chat function, actually serves other than introducing an unnecessary amount of capitalism into an otherwise pure-intentioned world. My cynicism for Skyonly grew upon realizing the in-game currency of candles (so carefully designed to encourage players to use them as an expression of genuine connection) can be purchased with a starter pack priced at $4.99.

There is something undeniably exquisite about Sky's design and possibilities. Yet my worry remains because, as seen on Twitter, a desire to help people connect in a virtual online space doesn't stop them from corrupting an exchange of hearts.

Like the real world, Skywill be what we make of it. And that is both a beautiful and anxiety-inducing prospect.

You can download Sky for free now on iOS, but the plan is to expand it to cross-play on home devices and consoles in the future.


Featured Video For You
Mashable and Geek.com writers go head-to-head with their 'Super Mario Maker 2' levels

Topics Gaming

0.1349s , 9802.34375 kb

Copyright © 2025 Powered by 【?? ???】The iOS spiritual successor to 'Journey' gives hope for a better world,Feature Flash  

Sitemap

Top 主站蜘蛛池模板: 久久中文字幕日韩精品 | 人人中文字幕永久免费观看电视剧 | 国产v一区二区综合 | WWW亚洲精品久久久乳 | 欧美日韩国产免费一区二区三 | 无码人妻精品一区二区三区在线 | 91po国产在线精品免费观看 | 精品亚洲av无码一区 | 中文字幕日韩精品欧美一区 | 韩国漂亮老师做爰BD在线看 | 国产精品自在拍一区二区不卡 | 第一页卡通动漫在线桃乃木香奈在线观 | 51视频精选全部免费的意义在哪里 | 久久精品国产亚洲av无码娇色 | 国产1女3男4p精品久久 | 日韩在线不卡精品一区二区 | 日韩欧美另类蜜桃 | 精品高潮呻吟99AV无码 | jizz亚洲日本| 欧美韩日免费黄片视频大企 | 男子扒开美女尿口做羞羞的事 | 日本生活片69视频 | 国产成人无码区免费内射一片色欲 | 狼人大香伊蕉国产WWW亚洲 | 久久免费看少妇高潮A片特爽 | 51精产国品一二三产区区 | 在线观看av不卡网站永久 | 天天综合网7799免费看 | 一级网站草莓视频亚洲精品成人小视频 | 精品人妻无码日本一区二区三区 | 性做久久久久久久免费看 | 草草在线视频 | 狠狠色丁香久久婷婷综 | 99国精产品 | 国产成人成网站在线播放青青 | 欧美日韩综合无码中文字幕 | 欧美成人精品区综合A片 | 亚在线观看免费视频入口 | jizz韩国天天爱久久久伦 | 午夜国产精品视频在线 | 亚洲欧美日本人成在线观看 |