Game Aesthetics: Journey
By: Morgan Filyaw
Many game scholars and practitioners focus on rules and mechanics when defining games and consider certain aspects of the gaming experience, such as game aesthetics, to be peripheral (Niedenthal 2). This attitude towards game aesthetics, however, limits game scholars and designers from analyzing these important aspects of games and fully exploiting the medium of digital interaction, respectively. In the case of Journey, its visual and aural aesthetics give rise to a particular emotional experience that was, according to the game’s composer, Austin Wintory, emphasized by its developers as integral to the game (2019). The aesthetics of Journey are vital to the game’s success; an evaluation of the game according to the many approaches that disregard aesthetics would do it an injustice.
Visual
In his paper “What We Talk About When We Talk About Game Aesthetics,” Simon Niedenthal discusses the relationship of game aesthetics to game mechanics as a way to foster an understanding of the place of aesthetics in game play and design (5). In order to describe this relation, he analogizes game mechanics to verbs and game aesthetics to nouns and adjectives; mechanics dictate the player’s possible actions, whereas aesthetics dictate, in part, how the player will experience these actions (Niedenthal 5). As previously mentioned, the emotional experience of Journey was of particular importance to its developers (Wintory 2019), which is obvious through the relationship between the game’s aesthetics and mechanics. For example, the way in which the character’s clothing flows elegantly upon running, jumping, flying, etc. creates a sense of serenity and whimsy that matches the overall atmosphere of the game.
[Footage from my gameplay showing how the character moves and how the fabric of its cloak flows]
In this way, the visual aesthetics of the game (the way the character moves) help it achieve a particular tone and thus influence the player’s experience.
Aural
Also essential to the success of Journey are its aural aesthetics. It utilizes predominantly diegetic sound effects—most of which are interactive, although there are also adaptive sound effects—as well as linear, nondynamic, nondiegetic music and adaptive nondiegetic music (Collins 126). One particularly strinking use of sound comes in the last section of the game, where the character treks through stinging winds and snow until it simply cannot go anymore.
[Footage from my gameplay showing the last moments of the trek up the mountain, the character’s death, and then resurrection, and how the music and sound effects change in these moments]
Here, the character moves up the mountain, walking slower and slower until eventually collapsing. As this happens, the music quiets, and the sound of the character’s footsteps becomes more apparent; this focuses the player’s attention on the sound and instills a sense of hopelessness as the character reaches its death. Afterward, when the large white figures appear, the music returns, reaching a crescendo as the character is resurrected and flies up to the top of the mountain. This replaces the player’s hopelessness with a feeling of triumph as they play through the game’s final moments.
In closing, much of Journey’s success can be credited to its brilliant use of visual and aural aesthetics that provide the player with an unforgettable emotional experience.
Works Cited
Collins, Karen. Gameplay, Genre, and the Functions of Game Audio. Game Sound.
Journey. Thatgamecompany, 2012. Playstation 4 Version.
Niedenthal, Simon. "What We Talk About When We Talk About Game Aesthetics." Malmö U.
Wintory, Austin. Lecture. 12 Feb. 2019.













