I would be careful doing down this road.
By this same logic, could someone not argue validly against Metal Gear Solid 4 or Uncharted 2?
People have made valid arguments against MGS4 in terms of gameplay. No way in hell you can do so for Uncharted 2.
I would be careful doing down this road.
By this same logic, could someone not argue validly against Metal Gear Solid 4 or Uncharted 2?
b) ...not only did you share the exact same experience as someone who you'd otherwise never be able to communicate with, but you could have potentially played with that person during your journey. Your "partner" fits seamlessly into the game world AND narrative, unable to hamper your experience by harming you or leaving you to do all of the work. They can only teach, or be taught, and you are free to leave them or let them be at any time. Player agency is unable to detract from the game in any way, only enhance it.
Someone can't argue that the final boss is trash?People have made valid arguments against MGS4 in terms of gameplay. No way in hell you can do so for Uncharted 2.
It can barely enhance it for the same reasons why it cannot detract from it. The co-op is mostly meaningless to the game. The novelty here is that there is someone else standing in your videogame world and you can follow him if you like. This shouldn't be a novelty given the history of videogames (especially when we have long since reached the point of economies in MMOs like EVE Online), but if you dumb down something enough it will look new. People are pumping a lot of their own sentimentality into a very barren concept and then reporting it as if they didn't do all the work making up a story for the game (see: modern art). Add this with the way humans will avoid frustration at any cost unless they developed a taste for adversity (consider all the people who avoid multiplayer) and Journey is looking pretty magical.
Calling Journey a non-game is the opposite of what should be done. That gives a few ambitious devs a way to create a tier which will be used almost inevitably to put their (abhorrent) games above the rest of the medium, at least in the circle of critics. The "indie" marketing strategy is bad enough as it is.
Citizenkaneclap.gifIt can barely enhance it for the same reasons why it cannot detract from it. The co-op is mostly meaningless to the game. The novelty here is that there is someone else standing in your videogame world and you can follow him if you like. This shouldn't be a novelty given the history of videogames (especially when we have long since reached the point of economies in MMOs like EVE Online), but if you dumb down something enough it will look new. People are pumping a lot of their own sentimentality into a very barren concept and then reporting it as if they didn't do all the work making up a story for the game (see: modern art). Add this with the way humans will avoid frustration at any cost unless they developed a taste for adversity (consider all the people who avoid multiplayer) and Journey is looking pretty magical.
Calling Journey a non-game is the opposite of what should be done. That gives a few ambitious devs a way to create a tier which will be used almost inevitably to put their (abhorrent) games above the rest of the medium, at least in the circle of critics. The "indie" marketing strategy is bad enough as it is.
Journey is the video game equivalent of jerking yourself off to not quite completion for about two hours, but then telling everyone you met that you got blown for two hours in a surprise location by Sasha Grey (she plays games!) by total surprise for the same duration to make it seem more meaningful.
Seems like a lot of personal expression going on in thispostthread.
It's funny that two of the biggest RE6 fans don't like a game like Journey. RE6 being an absolute hodgepodge of no direction and terrible design decisions trying to appeal to every type of gamer and making a mess of a game. Whereas Journey had a vision for what it wanted to be and met it. You are free to boil it down to a "walking simulator" and miss the entire point.
It's almost like they want actual direction, right? Lord knows that Journey is the antithesis of direction.
It can barely enhance it for the same reasons why it cannot detract from it. The co-op is mostly meaningless to the game. The novelty here is that there is someone else standing in your videogame world and you can follow him if you like. This shouldn't be a novelty given the history of videogames (especially when we have long since reached the point of economies in MMOs like EVE Online), but if you dumb down something enough it will look new. People are pumping a lot of their own sentimentality into a very barren concept and then reporting it as if they didn't do all the work making up a story for the game (see: modern art). Add this with the way humans will avoid frustration at any cost unless they developed a taste for adversity (consider all the people who avoid multiplayer) and Journey is looking pretty magical.
Calling Journey a non-game is the opposite of what should be done. That gives a few ambitious devs a way to create a tier which will be used almost inevitably to put their (abhorrent) games above the rest of the medium, at least in the circle of critics. The "indie" marketing strategy is bad enough as it is.
It can barely enhance it for the same reasons why it cannot detract from it. The co-op is mostly meaningless to the game.
The novelty here is that there is someone else standing in your videogame world and you can follow him if you like. This shouldn't be a novelty given the history of videogames (especially when we have long since reached the point of economies in MMOs like EVE Online), but if you dumb down something enough it will look new.
People are pumping a lot of their own sentimentality into a very barren concept and then reporting it as if they didn't do all the work making up a story for the game (see: modern art).
I don't know why this would be a bad thing. Some people like watching happy movies, some others prefer horror, some thriller. Just because the frustration level is low, does it make it an inferior game?Add this with the way humans will avoid frustration at any cost unless they developed a taste for adversity (consider all the people who avoid multiplayer) and Journey is looking pretty magical.
Calling Journey a non-game is the opposite of what should be done. That gives a few ambitious devs a way to create a tier which will be used almost inevitably to put their (abhorrent) games above the rest of the medium, at least in the circle of critics. The "indie" marketing strategy is bad enough as it is.
It's almost like they want actual direction, right? Lord knows that Journey is the antithesis of direction.
It's funny that two of the biggest RE6 fans don't like a game like Journey. RE6 being an absolute hodgepodge of no direction and terrible design decisions trying to appeal to every type of gamer and making a mess of a game. Whereas Journey had a vision for what it wanted to be and met it. You are free to boil it down to a "walking simulator" and miss the entire point.
As the game draws it's main narrative from a story of hardship and "the story of life", playing with another person completely alters the narrative and how the game played.
It's funny that two of the biggest RE6 fans don't like a game like Journey. RE6 being an absolute hodgepodge of no direction and terrible design decisions trying to appeal to every type of gamer and making a mess of a game. Whereas Journey had a vision for what it wanted to be and met it. You are free to boil it down to a "walking simulator" and miss the entire point.
It can barely enhance it for the same reasons why it cannot detract from it. The co-op is mostly meaningless to the game. The novelty here is that there is someone else standing in your videogame world and you can follow him if you like. This shouldn't be a novelty given the history of videogames (especially when we have long since reached the point of economies in MMOs like EVE Online), but if you dumb down something enough it will look new. People are pumping a lot of their own sentimentality into a very barren concept and then reporting it as if they didn't do all the work making up a story for the game (see: modern art). Add this with the way humans will avoid frustration at any cost unless they developed a taste for adversity (consider all the people who avoid multiplayer) and Journey is looking pretty magical.
Calling Journey a non-game is the opposite of what should be done. That gives a few ambitious devs a way to create a tier which will be used almost inevitably to put their (abhorrent) games above the rest of the medium, at least in the circle of critics. The "indie" marketing strategy is bad enough as it is.
I liked the cold sense of desolation in Dear Esther. The sound of wind over the waves coupled with a slow trudge through an empty island actually made me shiver. Helped me de-stress at times.
In all seriousness, Journey is bullshit. It's interesting, but only in the way that Angry Birds is interesting.
You have a limited time on this Earth - Journey's only contribution is that it may consume some of that time if you let it. Ultimately, it's jerkoff wankery.
In all seriousness, Journey is bullshit. It's interesting, but only in the way that Angry Birds is interesting.
You have a limited time on this Earth - Journey's only contribution is that it may consume some of that time if you let it. Ultimately, it's jerkoff wankery.
Riposte said:What matters is the pleasure/fun to be had in the end result.
I can understand it's very complex since it involves more than pushing forward and trudging to the occasional air duct or hill like in Journey (or tapping a button in tandem with a co-op partner to float around, as someone else mentioned). But once one learns how to play it, the core combat and mobility is a blast. Pro Mercs videos show how incredible the gameplay gets.It's funny that two of the biggest RE6 fans don't like a game like Journey. RE6 being an absolute hodgepodge of no direction and terrible design decisions trying to appeal to every type of gamer and making a mess of a game. Whereas Journey had a vision for what it wanted to be and met it. You are free to boil it down to a "walking simulator" and miss the entire point.
I played Journey. I played Dear Esther. Dear Esther was way more effective for me. It didn't constantly diminish its own emotional impact with cutscenes and flimsy attempts at gameplay. Dear Esther didn't try to be anything other than a non-game focused on emotion -- basically a poem you could accelerate at your own pace. Since it didn't dilute itself with iffy platforming, stealth, etc, it worked well for what it attempted. I could stand on a single beach at length, breath at my own pace and proceed at will, without having to traverse terrible platforming sequences or forced stealth segments.NoirVisage said:the irony..
i could watch a youtube video of dear esther and get the basically the same effect. you're being spoon fed emotion full stop.
Journey has to be played to be experienced.
its interactive not just in the case of you manipulating your placement in the world, and the world..but in the sense that you and another anonymous entity interact with each others..minimally.. you learn and and gain insight with subtle clues, and are able to share that with someone else in another playthrough.. you can spot a "noob" a mile a way just by their movements.. going in with an open mind helps quite a bit.
I can understand it's very complex since it involves more than pushing forward and trudging to the occasional air duct or hill like in Journey (or tapping a button in tandem with a co-op partner to float around, as someone else mentioned). But once one learns how to play it, the core combat and mobility is a blast. Pro Mercs videos show how incredible the gameplay gets.
I fully acknowledge there are lots of rough spots in the campaign -- abrupt transitions, poorly telegraphed one-hit kills, etc. It's a VERY flawed campaign, and personally, I prefer Mercs, which is a game unto itself. But even the worst bits of the campaign still have lots to actually play, and if you play co-op, you can form meaningful, even sentimental connections with the other player, as well.
But yeah, ultimately, apples and oranges here. You're comparing a game that actually attempts to have engaging mechanics with one whose threadbare mechanics are more or less a vehicle for the AV to work you over emotionally. Shivering behind the same rock or tapping buttons in sequence to gain altitude only goes so far.
I can understand it's very complex since it involves more than pushing forward and trudging to the occasional air duct or hill like in Journey (or tapping a button in tandem with a co-op partner to float around, as someone else mentioned). But once one learns how to play it, the core combat and mobility is a blast. Pro Mercs videos show how incredible the gameplay gets.
I fully acknowledge there are lots of rough spots in the campaign -- abrupt transitions, poorly telegraphed one-hit kills, etc. It's absolutely a flawed game, and personally, I prefer Mercs, which is a game unto itself. But even the worst bits of the campaign still have lots to actually play, and if you play co-op, you can form meaningful, even sentimental connections with the other player, as well.
But yeah, ultimately, apples and oranges here. You're comparing a game that actually attempts to have engaging mechanics with one whose threadbare mechanics are more or less a vehicle for the AV to work you over emotionally. Shivering behind the same rock or tapping buttons in sequence to gain altitude only goes so far.
And speaking of the multiplayer in Journey: I find the way it builds "empathy" to be a hollow experience. Connecting over a game is a nice commonality, but it works in Journey only because they take away the very voice that makes us individuals -- our viewpoints, our walks of life -- and homogenizes it in a way where we feel false attachment projecting our own emotional wants onto the other person's avatar. A real accomplishment in empathy would be emphasizing what makes us different -- even repulsive to each other -- and without hiding that proceeds to teach us to love one another regardless. I'm not sure how a game would attempt that, though.
I played Journey. I played Dear Esther. Dear Esther was way more effective for me. It didn't constantly diminish its own emotional impact with cutscenes and flimsy attempts at gameplay. Dear Esther didn't try to be anything other than a non-game focused on emotion -- basically a poem you could accelerate at your own pace. Since it didn't dilute itself with iffy platforming, stealth, etc, it worked well for what it attempted.
Are you saying that neogaf represents the "circle of critics"? Didn't people just vote it GOTY here? Interesting argument, seems self defeating at the outset in light of what inspired this thread in the first place.
It's almost exactly the same as if someone made a coop RPG where two level one players could beat a level fifty player, provided they coordinated incredibly well. That's how dramatically the GAME MECHANICS are tied to the coop. They mark the difference between total powerlessness and total transcendence.
Well given that Journey was GAF's democratically chosen GOTY, its safe to say that a lot of us found a great deal of pleasure in playing it.
Journey has been a success with both the critics and public, and you are really desperately stretching to rationalize why you personally didn't like it.
Why not simply accept that it's just not your cup of tea and move on?
I agree, but I'm not saying complexity is a necessary requirement for "good gameplay." Mario games, for example, are master class design at one or two buttons. I just mean to say that in RE6's case, I could see how someone who prefers Journey's level of complexity wouldn't connect with the mechanics in RE6 -- not to say that a game must have mechanics as complex as RE6 to be good.I'm saying complexity does not always equal a good game, and vice versa. If that's your narrow view that only games with complex mechanics deserve to be called good, that's up to you.
OK.NoirVisage said:The irony. I'll take a flawed game over a talking screen saver any day of the week, different strokes and whatnot. Your breakdown of Dear esther and hyperbole regarding Journey says enough.
There are some people who don't like chocolate.
Like the OP.
Lost in Translation is very literal. A man is in a foreign place and literally has difficulty comprehending his circumstances. His physical confusion is mirrored by his mental confusion, as he is also lost in life, having a mid-life crisis. He meets a much-young woman that he has instant chemistry with... like if you meet someone at a conference or a summer-camp or even at a bar. He can never know what life with her would be like, because the timing is not right--they're ships in the night.
I haven't played Journey, but I'm not sure I get the allegory regardless.
Do people who dislike Journey share some sort of masturbation complex or is that just an odd coincidence over the last page or so..?
OP, I'm pretty sure you weren't high enough. I played through Journey when I was blazed out of my mind and it was easily one of the best gaming experiences I had in 2012.
Your... your screen name...I hate how I disagree with Riposte often, but he seems to do such a good job of making me see things the way he does that I have great trouble arguing with him.
So, my pitch:
a) Journey uses no dialogue to tell its story, and is not rooted in any one language.
“I far prefer how Journey handled the storytelling,” Avellone confesses. “I think that games don’t need a lot of words, or face-to-face interaction, to communicate a story at all, which is kind of strange for a dialogue writer to say,” he adds with a laugh. “But like, if someone’s standing on a ridge in Journey, and they’re almost in a panic pounding their sound-bubble button – you know what that person wants. They want you to follow them. If there’s some sort of much more visual or iconic representation of how characters can interact, that can tell an equally great story without a crapload of words.”
Someone can't argue that the final boss is trash?
Your... your screen name...
It's amazing.
If you were not expecting deep gameplay mechanics from Journey, and you still didn't like it, then the game is just not for you.
Journey is just like music. I bet you know many people that hate music that you love, and vice-versa. Or maybe you have a friend that loves a music so much, and while you like that music as well, you don't, and will never, understand why he keeps listening to it over and over and it's his favorite music. The quality of the music is besides the point. It either resonates with you or it doesn't.
Journey is more like an experience, and not so much a typical videogame, so it's normal that this experience speaks more to some people and less to others.
There's nothing wrong with that, but what it means is that you will never understand why someone loves the game so much, no matter how much they try to explain it to you.
Fortunately, Journey resonated with me!
In all seriousness, Journey is bullshit. It's interesting, but only in the way that Angry Birds is interesting.
You have a limited time on this Earth - Journey's only contribution is that it may consume some of that time if you let it. Ultimately, it's jerkoff wankery.
There's a lot less Bill Murray.Hmmm I see that some people in here are comparing Journey to Lost in Translation, which I think is like a top 5 of all time movie for me.
Maybe I'll have to check it out.