How Journey only truly made sense when almost everything had been cut • Eurogamer.net

Jenova Chen, the co-founder of Thatgamecompany and creative director of Journey, played a lot of World of Warcraft during grad school. And he always knew that he wanted to make an MMO one day – a form of games that are synonymous, rightly or wrongly, with scope and scale.

And yet when Chen started to make games, the games his studio turned out tended to be small – or at least they seemed small, before you got properly into them. In Flow, you are a tiny amoeba or some such, swimming about in the watery deep. In Flower, you are a handful of petals riding the winds. These games are beautiful, but, they remain compact – nothing like the sprawl of a Warcraft.

Scale is only one aspect of an…

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