There are a lot of ways that characters can be developed in games. This could be something as simple as their communications with other characters in the game, dialogue, or simply a narrative. Every game has a different approach to the way they develop their characters, however almost every game depends on some form of communication to achieve this. Some of my most favorite games such as the Ratchet and Clank series on the Play Station Portable follow the idea of using a narrative to develop characters. The game uses short films in the middle of game play to both develop characters and further the plot of the game. This form of character and plot development is seen quite often in many games.
Journey is one game that uses a very different way to develop the main character and communicate between characters and the gamers. Journey is set in a vaguely Egyptian region, with appearances of several things such as many glyphs and symbols and of course the figure that possibly depicts the Egyptian goddess Isis, that point to this Egyptian influence. The way this game communicates between characters and gamers is something I have never seen before and find very interesting. Throughout the game, we control a robed figure that travels through a desert towards the mountains in the distance. What’s surprising to me was that the game had no mechanics allowing us to communicate with other characters, and we didn’t even see any cinematic scenes where the characters talked.
We start off as single player but often come across other characters, soon to realize that these are actually other players playing the game from around the world. Usually in cases like this, you would expect to be able to communicate with those players, for example, in Lord of the Rings Online, the world chat enables us to communicate with those characters, and we can also interact with them, and challenge them to duels or form a fellowship with them. However, in Journey, we can’t do any of this and the only possible way we could “communicate” with those characters is by “singing” and signaling to them. I found this form of communication very interesting, and after watching a couple of walkthroughs, I found that gamers ethos plays a big part in the game. I saw that many gamers would guide new gamers through the game and wait for them as they followed them – even though they didn’t actually know them. The game has an overlaying theme of maternity and has a very calm feel to it, and the actions of the gamers really represents it. The game shows clear and definite themes of romance, and this game really shows that games allow portray their creativity by using familiar themes in and shows that the same effects can be achieved in different mediums in variety of different ways.