Thatgamecompany Game Analysis

Improved Essays
Journey (Thatgamecompany, 2012), a game made by Thatgamecompany, has won many awards and also broke a record of being the fastest selling PlayStation Network game, exceeding the other first and third party games ever released (Miller). One of the first things players will notice is the stunning visual of the game, and its’ complementary soundtrack. The beautifully rendered, yet relatively simple environment makes the character focus on the main theme implied in this this game, “journey”. Nonetheless, these are not the only qualities that make Journey different from the other games. The multiplayer function that the company included in the game gave the game some particularity. This game is the company’s third game made and the first ever …show more content…
The veil of “online” seems to hide the players themselves physically, but not to the fullest. By choosing which gender, what kind of clothes that the players choose their characters to wear, that character itself becomes the identity, or the representative of the player in that certain game world. It would not matter if that particular character is the similar representation of the player itself or completely different. As long as there is some kind of identity, players judge and get their first impressions through their looks. The research done by students in University of Guelph have focused on online gaming and its’ impact on gender. The most evident problem was the harassment that the female players got by the male players while playing the online games. The research shows that some male players often tend to express their masculinity and dominance over female online more than they can when they are offline. The half anonymity that most online games have creates problems, and the original intention soon gets lost ("Women Face Harassment in Online Gaming …show more content…
A study composed by UCLA found that 93 percent of the communication that is found to be effective is through nonverbal communications. In another study it was also verified that 7 percent of the communication is with actual words, 38 percent is with voice quality, and then the rest of the 55 percent is nonverbal communication. Because when we are born, we rely on the nonverbal communication to communicate our feelings with others, this kind of communication for us is done very unconsciously and very automatic. The brain concludes nonverbal is a very honest expression compared to the verbal expression ("Nonverbal Communications"). Even though verbal seems like a natural form of communication, the brain is more accustomed to nonverbal communication. Due to these reasons, humans can, by nature, connect deeply through nonverbal messages rather than using verbal

Related Documents

  • Superior Essays

    In a traditionally constructed videogame story, the player receives some exposition of a conflict and then takes control of a likeable and well-understood character they will be able to identify with. Dialogue, non-interactive sequences (referred to in the gaming industry as “cutscenes”), and character development drive the story, allowing the actual gameplay to be isolated to make it easier for developers to create a game that is not only compelling story-wise, but also fun to play. Details, exposition, and likeable characters draw players in so they feel investment in the fictional world of the game, allowing the player to forget their own world. Tension and suspense derived from the player’s investment in the game world then lead to a climactic…

    • 1286 Words
    • 6 Pages
    Superior Essays
  • Superior Essays

    The reading Extra Lives: Why Video Games Matter, by Tom Bissel addresses change within video games and how these games have changed and how they affect the author. Video games have gone through a major change within recent times and have evolved from simple button mashing games with very uncomplicated themes and narrative to something much more complex. Modern technology has allowed video games to vastly improve storytelling and visuals by allowing much more content to be stored in medium; therefore, video game developers have much more creative freedom and can develop deep and interesting worlds. The technological limitations of past are consistently being surpassed and this is good news for all gamers.…

    • 1372 Words
    • 6 Pages
    Superior Essays
  • Improved Essays

    Although women make-up half of the gaming populace, video games are still referred to as a male pastime, and female gamers are seen challenging women’s gender role. In the public world of gaming, women are often pushed to the sideline of gaming communities because of criticism from the male populace. In the article Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public, Salter and Blodgett take a look at how a “male-dominated space” extends “discourse from a virtual to physical world” (Salter). To do this, they analyzed the case of “Dickwolves”, were a gaming website was boycotted by a rape survivor because of their comments about rape.…

    • 324 Words
    • 2 Pages
    Improved Essays
  • Decent Essays

    Chicago Tribune Summary

    • 68 Words
    • 1 Pages

    In the article called “Game On,” the Chicago Tribune argues “video games have broadened his interests and made his mind more agile.” They first support this claim by researching games, then, seeing how kids react toward violent games, and finally proving how games are helpful. The Chicago Tribune’s purpose is to prove games are good in order to accomplish more gamers. They establish an gaming tone for gamers.…

    • 68 Words
    • 1 Pages
    Decent Essays
  • Great Essays

    The complex world of gaming often tends to be perplexing to outsiders who do not understand the purpose of spending hours in front of a flickering computer screen. Gamers are frequently misunderstood because people who do not play video games seldom recognize the innumerable benefits of gaming. The reality is that there are countless positive effects of gaming on those who participate, including the ability of gamers to seamlessly interact with other gamers, the notion that games allow people to be themselves, the fact that games have the potential to help gamers accomplish things that they would be unable to accomplish in real life, the belief that video games offer opportunities for acceptance, and the fact that many games promote a positive message. A great deal of people find it extremely difficult to make social connections in the real world, because they are simply uncomfortable…

    • 1786 Words
    • 8 Pages
    Great Essays
  • Improved Essays

    Hunger Games, Star Wars, and Ender’s Game have both similarities and differences in their approach to ‘Call to Adventure’, ‘Refusal’, and ‘Crossing the Threshold’ in the Hero’s Journey. Their ‘Call to Adventure’ all consist of one person coming and either asking something of the hero or heroine or the hero or heroine offers to do something for the person who showed up. For Hunger Games, Katniss offers to enter the Hunger Games instead of Prim. In Star Wars, Obi-Wan Kenobi asks Luke Skywalker if he wants to come with him to defeat the Dark Side.…

    • 243 Words
    • 1 Pages
    Improved Essays
  • Improved Essays

    Video games are arguably even less associated with storytelling than comics are, with some critics believing “that the video-game form is incompatible with traditional concepts of narrative” (Bissel, 93). Where the medium truly excels, however, is with its capacity for immersion. Like how the addition of sound allowed filmgoers to not just watch the action but hear it, “Every new medium that has been invented … has increased the transporting power of narrative” (Rose, 36). Where readers of books and viewers of movies are passive, gamers take an active role in their narratives. In games like Mass Effect this means making key decisions that affect the development of the plot, but in games like Naughty Dog’s Uncharted and The Last of Us, this…

    • 1141 Words
    • 5 Pages
    Improved Essays
  • Great Essays

    Everyone plays games. From the youngest of people to the oldest, we all enjoy a good game. It is a way for us to wind down, relax, and have a good time with our friends and family. However, in recent years, games have become a lot more than just ways to pass the time. They have evolved into something in which the new generations immerse themselves into.…

    • 1593 Words
    • 7 Pages
    Great Essays
  • Improved Essays

    Sky’s the Limit Video games are a huge aspect of modern culture -only having been brought to life nearly 50 years ago. Not only popular among children, but also with older people as well regardless of gender, race, or social class. Anybody can enjoy a video game -seeing as there are millions of different games tailored to every different type of person. In his article, “Dream Machines”, author Will Wright takes a stance on the topic of how video games affect children. He discusses the contrasting ways children and adults approach things like games -how adults will first look at the set rules/directions on how to play the game whereas children go straight for the game itself.…

    • 481 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    Gone Home Play Analysis

    • 1206 Words
    • 5 Pages

    Gone Home is a narrative exploration game by the company Fullbright that stars Kaitlin Greenbriar returning to her family home after being overseas. Gone Home is often questioned on the complexity of its game play, and is often thought to be more of an interactive story, however it does fulfill the requirements of a game and I will be discussing various game play mechanics in Gone Home such as the different objects and their attributes, rules for game play and the overall design that help to support the narrative, as well as how all of this is used to create an effective story and why this is the best medium for such a story. I will start by giving the briefest of summaries; the game opens with Kaitlin, who we control in a first person perspective, returning home to a locked house all set in the 90s Their is a note left…

    • 1206 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    Video gaming, what was once a niche hobby generally only enjoyed and played by people who were seen as geeks has had a radical popularity. In 2016, the games industry has managed to become worth billions of dollars, the games themselves have become more mature and have appealed to wider audiences and communities of millions of people have formed around specific games. My personal experience with gaming comes from my time playing World of Warcraft, a massively multiplayer online role playing game where anyone can create a character and work alongside others to achieve goals like killing certain monsters. What makes World of Warcraft unique is that rather than playing through a story on your own, a large part of the game includes interaction…

    • 1422 Words
    • 6 Pages
    Improved Essays
  • Improved Essays

    Analysis Essay by Michael Justice For my analysis I will be talking about a piece called A Violent Encounter composed by Kow Otani. This piece of music is actually apart of the official soundtrack for a game called Shadow of the Colossus. This is an orchestral piece with some vocal accompaniment in the form of a choir.…

    • 620 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    The development of handheld consoles like the for mentioned DS and PSP are also going to be capable of playing online though any Wi-Fi or 4G connection allowing the player to interact with people all over the world on-the-go. Now virtual retinal display might just be the revolutionary way to end the making of the consoles altogether. Michael Anissimov said on wisepeek.com that a virtual retinal display is a head mounted display system that projects an image directly on the human retina with low energy lasers or LCD. Virtual Reality devices are also making a comeback and will be more used in the future. The Oculus Rift is a prototype head mounted virtual reality display that can feature 3D quality gameplay.…

    • 954 Words
    • 4 Pages
    Improved Essays
  • Decent Essays

    Men are also sexualized to look appealing to the gaming community. This growing social issue is recognized by many game developers. However, recognition will not stop the development of games from including sexism toward women and men. Although some people do not mind playing games that include sexist elements, in-game sexism is prevalent and it sends negative messages to their audience about men and women.…

    • 785 Words
    • 4 Pages
    Decent Essays
  • Improved Essays

    In face-to-face interactions, our style of communication includes both verbal and nonverbal cues. Author, B. Strong (2014), reports: “Even when you are not talking, you communicate by your silence (e.g., an awkward silence, a hostile silence, or a tender silence) (Strong, 2014, p. 232).” On the other hand, phone conversations, online and electronic interactions are restricted only to verbal communication through written words.…

    • 775 Words
    • 4 Pages
    Improved Essays