@c_rakestraw said:
Competitive games always tend to bring out anger in most people, some more than others. Shooters being one of the most popular genres right now, it's simply host to the worst of them. Not much to it, really.
I'll say. When I played VF5 online I lost a lot more than I won, but when I was winning, a lot of people would ragequit and some of them would send me obscene messages. And the original Motorstorm had the nastiest community I've ever run across. Every game seemed to have good old boys telling n word jokes. It eventually got better (moderators were appointed) but for a while it was bad. Competitive online gaming is fun, but not because of the in-game chatter :).
I think Jenova Chen is exactly right when he talks about how the way games are structured determines how people treat each other. I've gotten nothing but nice emails from the people I've played through Journey with.
http://www.gamasutra.com/view/feature/170547/a_personal_journey_jenova_chens_.php?print=1
But Chen is not content with merely competing. Targeting what he perceives as the biggest problem in games today, Chen has set about reinventing online multiplayer. "We wanted to make an online game [that brought] an emotion that has never been done before in online games. If you look around at online games in the console market, it's pretty obvious that no other games give you this feeling of connection with each other, of understanding.
"The goal was to create a game where people felt they are connected with each other, to show the positive side of humanity in them. A lot of games today have a list of quests, places to go, items to collect and rewards to receive... We just ignore each other. So in order to make players care about each other, we have to remove their power, and remove their tasks."
Journey's multiplayer is as much a step back as it is a leap forward. There's no chat system, no power-ups; you can't even see your companion's user name. Paired off at random, it's up to you and your cohort to decide how to engage with one another.
By eschewing the window dressing normally associated with online multiplayer -- kill cams, leaderboards, customization -- Chen revives the fundamental essence of multiplayer games: collaboration. While Battlefield players are killing their way to the next weapon attachment, the travellers in Journey are gaming in sync; gradually, you fall into a perfect rhythm with your nameless partner, waiting for them to catch up and vice versa.
Stick together long enough, and a personal, unspoken bond will form: sitting my character down in the snow, I nipped out to fetch myself a drink, returning a couple of minutes later to find my buddy meditating beside me. Every online gamer has a story like this, but only in Journey does the multiplayer form organically.
"In Journey," explains Chen, "we want to offer the player the choice between individualism and group conformity... We wanted to create an environment where the cooperation is not forced; you're totally fine doing it yourself. If you choose to cooperate, then that is the real essence of connecting two players."
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