Showing posts with label trends. Show all posts
Showing posts with label trends. Show all posts

JOURNEY: an art framework to play

I really appreciate the work in the area of indie games. Every month we can see good examples of different kind of games in this field.

Some indie games have a very particular way of showing their gameplay. Some have a traditional interface, but others have very different ways of displaying their properties. The game Journey (2012) is one such example.

Journey is a video game developed by Thatgamecompany for PlayStation 3. In the game, the player controls a robed figure in a vast desert, journeying towards a mountain in the distance. Other players on the same journey can be discovered, one at a time, along the way; the two players can then assist each other, but are not allowed to communicate via speech or text and are not shown each other's names.

The only form of communication between the two players is through wordless "singing". This noise also imbues floating pieces of cloth found throughout the levels with magic powers, affecting the game world. The robed figure wears a trailing scarf which, when charged by approaching floating pieces of cloth, briefly allows the player to fly.



Journey was intended by the developers to evoke in the player a sense of smallness and wonder, and to forge an emotional connection between them and the anonymous players they meet along the way.

So we can say that Journey is a trip inside a gameplay. It's a different idea of game (like many others of the same kind) because it balances art (or introspective reflexion) and game. You can appreciate this game as an art framework, but your television is the museum.

With the constant growing of the gaming industry, I think we'll have more and more room to create experimental games like this one. With the expansion of the gaming field we can think outside the box to create new experiences beyond the traditional first person shooters or traditional side-scrolling games.

The indie games area looks perfect for this. Let's try this theory in our own games.

# Why study games?

In this post I intend to show seven points of view to answer this question. There are some interesting links to download .PDF documents in the end of topics. Enjoy!

1.First of all, in the last eight years the game industry has grown more than any other in entertainment and games have overdone cinema revenues and are now the third industry in the world, being beat only by weapons and automobilistic industries.

2.Globally, the online gamer community – including console, PC, and mobile phone gamimg – counts more than 4 million gamers in the Middle East, 10 million in Rússia, 105 million in Índia, 10 million in Vietnam, 10 million in México, 13 million in Central and South América, 15 million in Austrália, 17 million in Soth Korea, 100 million in Europe, and 200 million in China.
Source: Games Segmentation 2008 Market Research Report (download link)

3.With all of this play, we have turned digital games (PC, consoles, mobile phones, etc.) into what is expected to be a $68 billion industry annually by the year 2012.
Source: NewZoo Amsterdam 2010 (download link)

4.In the USA:
• 97% of youth play computer and video games;
• 69% of all heads of household play computer and video games;
• 40% of all gamers are women;
• One out of four gamers is over the age of fifty;
• The average game player is thirty-five years old and has been playing for 12 years;
• Most gamers expect to continue playing games for the rest of their lives.
Source: ESA Essential Facts 2010 (download link)

5.Collectivelly, the planet is now spending more than 3 billion hours a week gaming.
Source: McGONIGAL, Jane. The reality is broken. London: The Penguin Press, 2011, pg. 5

6.In 2010 the first person shooter game"Call of Duty: Black Ops” has sold over U$ 1 billion in the first month.

7.The truth is this: in today´s society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy. Games are providing rewards that reality is not. They are teaching and inspiring and enganging us in ways that reality is not. They are bringing us together in ways that reality is not.
Source: McGONIGAL, Jane. The reality is broken. London: The Penguin Press, 2011, pg. 4

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