Description:
Journey is a console game where you play a levitating robed figure. Throughout the game, the player navigates through deserts, ruins, and snowcapped mountains. The character can jump, and “speak” which come from musical notes and the text are general symbols. There is no attack mechanics for the character here. The character has a scarf which determines their health, and can run into creatures which will threaten the player’s life. Throughout the game, the player is trying to figure out what happened to the rest of civilization. There are variety of puzzles that the player solves throughout the game, to unlock more of the history and the mistakes that were made. There is also a multiplayer version, which players are not given usernames or means of communication other than “speaking” musical notes while solving this puzzles.
Application #1:
The main thing that Journey utilizes in its multiplayer mode is “positive participation”. Positive participation helps bond individuals “who have a common interest start to interact with each other to further that interest” (McGonigal, kindle location 2896). The players have the common goal of completing the puzzles and finishing the game. The important goal that both players share, and willingly take on, creates a sense of …show more content…
According to McGonigal, communitas is a “powerful sense of togetherness, solidarity, and social connection” between players (kindle locations 2906-2907). The plotline of Journey makes players feel very isolated. It’s centered around a robed figure who discovers that they are the last of their kind and the player is constantly reminded of the past civilization that is left in the wake of destruction. In this plot, it’s comforting to play it with another character there. The erasure of identify, and having the communication reduced by simple “notes” makes communication feel more precious, and more satisfying when it’s done