Video: Designing a new emotional experience in Journey
Thatgamecompany's Jenova Chen wanted Journey to be genderless and ageless, with gameplay that was neither about achievements nor empowerment.
Thatgamecompany co-founder Jenova Chen set out to create not only a new video game experience but a new emotional experience, with the multiple award-winning PlayStation hit Journey, he shared at GDC 2013. Courtesy of the GDC Vault, this free 60-minute lecture explored Chen's desire to make an online multiplayer different from his experiences with World of Warcraft. He wanted Journey to be genderless and ageless, with gameplay that was neither about achievements nor empowerment. Prototyping for the emotional Journey actually began around its music. Chen said that he always does so because "music is the most effective and powerful medium that can create emotion." Session Name: Designing Journey Speaker(s): Jenova Chen Company Name(s): thatgamecompany Track / Format: Design Overview: It took thatgamecompany three years to develop a two-hour long video game. Many high-level experimental ideas were tested and failed, and many lessons were learned during the design and production of the game. 12 months have passed since the game was launched, and we would like to share what we learned with you. This talk will give you the insight into the process thatgamecompany took to come up the original concept for Journey, how we polished and executed the design to realize an emotional arc, and most importantly, the difficult lessons we learned throughout the process.