Journey

One of the best-reviewed games of all time comes to PS4

Reviews

Discussion

You need to become a Contributor to join the discussion - Find out how.
Russ Frushtick@russfrushtick
Hey guys! Thanks for joining us! A few questions for one or all of you: 1) It seems like discovery is a major factor in all of your major game releases. The thrill of digging deeper into a mysterious world. Would you agree and/or do you see that as a through-line for all the games you plan on creating as part of thatgamecompany or do you intend to diverge from that? 2) What were the origins of the character design in Journey? Were there struggles to portray emotion without a face/arms? 3) Notsomuch in flow, but Flower and Journey seem to have an anti-technology focus (or at least portraying the dangers of technology run rampant). Does this come from an environmental ethos or from someplace else? 4) What's your favorite moment in Journey? (Mine: the side-shot in front of the sunset when the music kicks in. Consistently gives me chills.) 5) What game not made by you should we be playing right now?
Jacky Ke Jiang
Maker
@autokite · Art Director
@russfrushtick 1) The Journey Through-Line is something we all feel very strongly about, it is very universal, it hits a very special core in every human being in this world. so I don't think I will diverge from that, the diverge is more on the detail side.
Jacky Ke Jiang
Maker
@autokite · Art Director
@russfrushtick 2) the Journey character design comes from what I call "ground up" approach. originally Matt came up with a lots of concepts of what character should be on paper, they make sense on paper. as a character artist on the team, I was the one making it in the game, due to the Cloth sim technical limitations, we could not realizing those complex designs. and so I made a very simple cone shape inspired by a upside down unwrapped paper cup. and that became the iconic character we have now. because the design comes from the limitation, it worked out very well. in visual art, Perception is Selection. so the faceless aimless design is actually helping audience to filling in their own emotions. instead of creator over load them with their ideas and egos. It should never about the Artist themselves, Artist should function as a filter, and we should be "invisible".
Nick Clark
Maker
@kosmonx · thatgamecompany
@russfrushtick 1) It seems like discovery is a major factor in all of your major game releases. The thrill of digging deeper into a mysterious world. Would you agree and/or do you see that as a through-line for all the games you plan on creating as part of thatgamecompany or do you intend to diverge from that? Yes I think you nailed it -- at least for myself that's my primary motivation and design aesthetic when creating a TGC game. I still remember the first time I sat down with Out of This World on the NES as a kid. I couldn't quite wrap my head around the experience and my imagination just went wild. That feeling of unknown potential and discovering the rules of the world as you play is what interests me most in single-player games. 2) What were the origins of the character design in Journey? Were there struggles to portray emotion without a face/arms? I can't speak much to this but I do remember some of the awkward inbetween character states... for a while we had a little red chicken-ish thing waddling around the desert which was pretty cute. 3) Notsomuch in flow, but Flower and Journey seem to have an anti-technology focus (or at least portraying the dangers of technology run rampant). Does this come from an environmental ethos or from someplace else? One of Flower's main themes was the balance between nature and civilization; our intent was to let the player introduce some kind of harmony between those competing forces. We had discussed related themes for Journey but it was always less important than providing an opportunity for players to create a bond with a stranger in the face of hardship. 4) What's your favorite moment in Journey? (Mine: the side-shot in front of the sunset when the music kicks in. Consistently gives me chills.) The ending! Austin's final music still gets me. 5) What game not made by you should we be playing right now? CS:GO! At least that's what I'm playing right now...
Jenova Chen
Maker
@jenovachen · President & Creative Director
@russfrushtick 4) The jelly fish trail in the summit level, when you pass through the water fall. I always feel strong emotion there. And when the player fall in the snow.
Jacky Ke Jiang
Maker
@autokite · Art Director
@russfrushtick 3) I think this happen naturally, since our current world have a hunger for those environmental concerns.
Jacky Ke Jiang
Maker
@autokite · Art Director
@russfrushtick 4) It is a moment that happens later in the game which I don't want to spoil. the only thing I can say is, it help me to live in the eternal Now and not too focus on the goal and future in life.
Jacky Ke Jiang
Maker
@autokite · Art Director
@russfrushtick 5) Minecraft, like I said before, I love anything that brings me to the "Present moment" the "Eternal NOW" instead of the pursue of future Goal. we make game focus on the "Moment to Moment" feedback, Flow is about the state of "flow zone" , flower is evoking emotion through the feeling of wind and grass Journey, Sand. Minecraft is about experiencing the world, and being present, unlike other games in Minecraft there is not Goal Also it is a true "Digital Lego Experience" express pure joy of crafting things.
Russ Frushtick@russfrushtick
@kosmonx thanks nick! awesome answers. I, too, had an amazing 'woah' moment as a kid with Out of this World. It has stuck with me to this day. (That tank scene in particular.)
Jenova Chen
Maker
@jenovachen · President & Creative Director
@russfrushtick 5) According to Jacky, Minecraft is probably the most interesting game.
Russ Frushtick@russfrushtick
@autokite re: Minecraft it is fascinating to see how the objectiveless genre has just exploded since Minecraft launched. There's definitely a demand to just enjoy/experience the world you're in. I love that about games today.
Russ Frushtick@russfrushtick
The following members of thatgamecompany will be on-hand today (7/23/15) at 2pm PT to answer questions in the comments. Here's who will have on-hand: Jenova Chen (@jenovachen) - Creative Director Nick Clark (@kosmonx) - Lead Designer Jacky Ke Jiang (@autokite) - Art Director Feel free to get your questions in now and they'll answer them when the AMA kicks off!
Ryan Hoover@rrhoover · Founder, Product Hunt
Such a beautiful game. Where do you draw inspiration when designing games, @autokite, @kosmonx, and @jenovachen? I know some people that explore nature, learn from other mediums, or partake in illegal substances (lol).
Jenova Chen
Maker
@jenovachen · President & Creative Director
@rrhoover For me, it's watching media, books, tv, movie, documentary. And talking to people from different part of the society and world.
Russ Frushtick@russfrushtick
@jenovachen any shows/books/movies you'd like to recommend? (not necessarily connected to Journey, just looking for cool stuff!)
Nick Clark
Maker
@kosmonx · thatgamecompany
@rrhoover We're actually fairly tame bunch at TGC, no wild LSD trips in the woods or anything like that (that I'm aware of!) Exploring nature definitely, other mediums for sure, and really just our own imagination I suppose. Primarily though it's just a lot of hard work and continued focus on the same game and themes for months and months until it finally "clicks."
Derek van Vliet@derekvanvliet · Co-Founder, Get Set Games
Awesome! Anyone know if I bought it for PS3 will I own it on PS4 already? If not, I'll buy it again. Worth every penny.
Marvin Vista
Hunter
@marvinvista · Product at Imfree. Business, tech, & ux.
@derekvanvliet if you bought it digitally then yes, it's free on the PS4.
Vincent Leeuw@cyhwuhx · Owner, CX Works
@derekvanvliet You can always buy the soundtrack if you want to support them with more money. :)
Jenova Chen
Maker
@jenovachen · President & Creative Director
Hey, this is Jenova Chen, creative director at thatgamecompany!