Sky, That Game Company

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If we took avarice and aggression out of gaming, what new worlds would we uncover?

“Using images and language of combat, force, competition and explosions describe aspects of the human experience, but they do not describe the whole of it, and in overusing them we give power to the deeds they describe.” ~ Elisabeth Lesser

Most of us lament the increasing violence and intolerance in the physical world, yet we celebrate it in our entertainment. As we craft video games with more complex storylines and hyper-realistic graphics, is it time to ask studios to be more reflective with cultural narratives? Can we find an opening in a medium dominated by predatory aggression and addictive gameplay to create new worlds?

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Thankfully, new worlds are slowly emerging. Sky: Children of Light, a virtual game from the award winning gaming firm, @ThatGameCompany shows us what it can look like if winning doesn’t require killing. In the world of Sky, "children" are tasked with collecting candles as currency to rebuild constellations. But the world is dangerous, so players have to team up to survive and solve their way toward capturing the light.

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Stirring our Senses

The studio’s co-founder and creative director, Jenova Chen believes it is possible to create timeless interactive entertainment that inspires human connection. Whereas most multiplayer games are based on aggression, Sky promotes collaboration. Even its revenue model flips game behavior on its head. Unlike the typical competitive monetization of games, players buy candles to find light, open compassion, build kinship and reward intuitive discovery of a collective world. The only way to win is by feeling, sensing and caring for one another.

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How It Moves Us, Forward

Sky by @ThatGameCompany is proof that video games do not need to appeal to our destructive base instincts to be successful. Imagine if we can build virtual (and real) worlds where challenges are rooted in the quest to connect rather than dominate; where cashing in on our collective creative states is a more crucial measure of success than conquest.

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Jenova Chen

Jenova Chen is a pioneer in the art of the positive game. After completing his education in Shanghai and California, Chen co-founded @ThatGameCompany, where he serves as CEO and Creative Director. His work is characterized by an abundance-oriented approach to game design that focuses on emotionally connective experiences. Under his leadership, the studio has produced award-winning titles such as flOw, Flower, Journey, and Sky: Children of the Light, earning critical acclaim and a place in the Smithsonian’s permanent collection.

Gaming can be a healing experience to promote the bonds that tie all of us together and help us connect more deeply with one another.

~ Jenova Chen

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empatia ele, Enni-Kukka Tuomala