|Session Name:||The Long Journey|
|Company Name(s):||Tiny Speck|
|Track / Format:||Production|
This talk is a post-mortem for Journey; PSN's fastest-selling downloadable title ever. It will discuss the team's struggle to create meaningful social gameplay on a console, without relying on traditional co-op mechanics, voice or text chat. Our thesis during development was that a commitment to "the feeling" throughout production, while sometimes frustrating and occasionally costly, would be worth it in the end. We believed that our willingness to embrace the unknown would positively shape the game - even though it might create chaos in our schedule.
Journey took 3 years to make - double the original goal. Were we right to keep pushing? Is "the feeling" really there? This talk will take an honest inventory of feedback on the game (positive and negative), evaluate our approach and share lessons learned as a result of Journey's creation.