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USA Today Sports Media Group
USA Today Sports Media Group
Sport
Dave Aubrey

How Sky: Children of the Light lets players be vulnerable in a multiplayer game

“It’s the opt-in nature of conversation. When we look at the toxicity that can exist in the gaming space, I do think this limits that toxicity and allows people to feel safer. You can be vulnerable, you can choose to be vulnerable with other people, but you get to choose,” thatgamecompany head of community Robert Wing tells GLHF. “Look at the progression of communication. It starts simple with emotes, and those emotes express something about you. Then you can get to know this other player you’re emoting with, and say, ‘okay, great, like, I’d like to sit down on a chat bench and talk with you’.” 

Journey was critically acclaimed on release and still beloved by almost everyone that played it, and one of many reasons it was so effective was the seamless multiplayer experience. You could be exploring the vast desert alone, only to have another player just like you appear from nowhere. There was no voice chat, just a simple, happy emote. 

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