Why do you make the assumption that Journey is a passive experience? The game in not simply walking from point A to point B. There is platforming, there are puzzles (albeit simple ones), there are numerous areas to explore that reward you with either subtle backstory or scarf upgrades that allow you to fly longer and reach new area. One chapter even acts as a giant snowboard style course through some ruins. No, you can't die or fail, but you can definitely challenge yourself by trying to make it through the numerous slaloms or hitting some of the jumps for higher air. Plus there's the whole co-operative aspect which I found surprisingly engaging.Estebang wrote:But games are games, things you physically interact with, not pictures, music or movies. Sure, they can contain all those things, but their sum forms a very different whole. I'm all for emotional impact and quality production values in games. I love Mother 3, Killer7, and SotC. But the components of a passive experience by themselves are simply not enough.
I know you'll say that Flower and Journey do in fact require player input, obviously, but it's so easy, simple and unsubstantial that the game might as well be playing itself. To a lesser extent, this also goes for the Batman: Arkham games, where everything constantly auto-zooms, auto-locks in, auto-highlights itself, and the combat consists of mashing a button.
Curious that you chose to mention Killer 7 as a counter point. Now that's a game that I truly love, but it's also one where the gameplay takes a back seat to everything else. It's simple, repetitive and once you have the upgrades to allow easy lock on targeting of weak spots it becomes a complete joke.