Sky Essay
Sky Essay
Sky Essay
Essay Title; The Fictional World and Characters of Sky: Children Of The Light
that can only be conveyed through the medium of video games, the topic of narrative
in video games is a multifaceted, fascinating topic within video game studies that
spurs many enlightening discussions. For this essay, I have chosen the most recent
as Sky and Sky: CoTL), a mobile MMORPG in which you play as a small child with a
candle and a cape that allows you to fly. I will examine Sky’s components in terms of
video game narrative studies, and illustrate how it creates a compelling, engaging
brand of storytelling through the fictional world, characters, and how players interact
which presents most of the game’s narrative in the absence of a text-narrated plot.
The main world of Sky is divided into six expansive main areas, or “realms”, as
shown in the figures below(Sky: Children of the Light wiki, supplied by the player
shows a new aspect of Sky’s fictional world- A kingdom that has fallen into ruin. The
core purpose of exploring this game’s world is to collect “winged light” humanoids
made of pure light-are able to flap your cape more and soar to greater heights. A
temple lies at the end of every realm(save for Eden), and after sitting at the altar
inside the temple and inciting a cutscene, players can progress to the next area. It is
objects and space are all organized around the act of play”(175), and through the
player’s interactions with the elements of the realms within the play experience, the
player can slowly discover the narrative of Sky: CoTL’s fictional world.
barren desert with murals in the entrance tunnel, a few buried boats and two
massive platforms which guides the player to a temple in the clouds. These ruins
present the Isle’s past as a resting place for travellers before they properly make
their way into the kingdom through the temple in the sky, which is proven by how the
Nintendo Switch Launch Trailer(fig. 1.3) depicts the Isle of Dawn in its glory days.
These objects and spaces present the beginning of the game’s narrative- a mass
pilgrimage filled with anticipation and excitement for what new opportunities lie in
Figure 1.3 Isle of Dawn in the past, as shown in the Nintendo Switch Launch Trailer for Sky: CoTL
Dawn only had a few bunches), such as birds, butterflies that will carry the player
into the air, and manta rays that can serve as a ride to places located at higher
creatures, that they both sought to capture them for observation, as shown with the
jars to capture butterflies, as well as turning that wonder into reverence with the
construction of towers and temple-like structures with bells that can be rung by
lighting the candles on the temple altars to summon the mantas. For the first period
after stepping foot in the kingdom, its inhabitants welcomed a period of discovery
Figure 2.1-2.4 Daylight Prairie's areas. From top to bottom- Butterfly fields,Village, Bird's Nest, Caves
Hidden Forest is a stark contrast to the past two realms, as the most
prominent feature is the first actual threat to the player- rain that drains the light from
the player’s cape. As shown by the fungi, jellyfishes and lanterns one can use to
recharge depleted light and the numerous pavilions used as shelter, the rain is not a
recent development brought upon by the players’ arrival and is in fact the first
problem faced by the ancestors. The objects in this realm tells a story of the
ancestors’ persistence against difficulty via innovation and cooperation with light
creatures and one another, and in the end, the ancestors were able to emerge
victorious in the struggle against natural threat. Thus, despite the seeming
This narrative of victory is carried over to the Valley of Triumph, where the
area introduces the grandest new elements of all the realms- recreational structures
such as a tall citadel with globe-like decorations, races involving flying through wind
gates and obstacles, as well as sliding down a sloped race track, and finally a
massive colliseum. All of these new features show the introduction of a golden age,
when ancestors are free to build lavishly and enjoy recreational activities without
and threats to the player’s flight capability, such as dark water that can drain your
cape in the same way rain can in the Hidden Forest, as well as menacing, massive
shrimplike Dark Dragons that will search for players and ram into those in their line of
sight, quickly depleting their winged light. The narrative turns abruptly tragic as the
Figure 5.1-5.2 Golden Wasteland areas. Top- Battlefield, Bottom- Crab Fields.
that still retains the sombre narrative, with lanterns one can assume was used to
store knowledge, as well as some floating islands and a brand-new, translucent type
of “spirit” manta. Though beautiful, the Vault is a testament that the kingdom cannot
be recovered, and all the ancestors could do was to preserve as much of the
kingdom as they could before it is completely destroyed. One of the most notable
parts of the realm is its elder altar at the summit, which contains statues of all the
elders instead of just one. This indicates the importance of the vision that will be
received at it, and said cutscene will be examined more in detail in the character
Finally, the Eye of Eden is the deadliest realm in all of Sky, with Dark
Dragons prowling the land and dark rocks and red crystals draining your cape faster
than any rain or dark water. It can be inferred that this is the narrative’s darkest hour
depicting a calamity that wiped out the ancestors of the Sky world. However, the
“point of no return”(fig.7.2)- a part of Eden where you are locked in once you enter, is
also where the player’s role in the narrative and the true final goal becomes fully
apparent- you are required to sacrifice the winged light you have gathered to dark,
kneeling humanoid figures as you are dying to the storm, where they will be reborn in
the stars(fig 7.3) Through this interaction, Sky tells the narrative of selflessness and
Figure 7.3 A cutscene sequence after dying, showing those you saved.
In addition to these main realms, Sky: CoTL is updated frequently during new
“seasons”- themed events that last two or three months- to reveal new areas-
accessible from six out of seven of the main realms- in order to enrich the fictional
world further.
For example, the Sanctuary Islands(fig.8), the new area introduced in the
Season of Sanctuary, is an island retreat with geysers, beaches, a hiking trail, and
flocks of light creatures, showing how its previous inhabitants took part in slow-paced
recreation and relaxation as opposed to the fast races of the Valley of Triumph. The
gameplay loop that its objects and spaces encourage are fundamentally separated
from that of the seven main realms, and thus, these new areas have far more self-
missions that players must perform” that structure the play experience and reveal the
story as the quests are completed(Egenfeldt et al. 183). For example, during the
Season of Enchantment, the players find the Forgotten Ark- a broken boat in the
middle of the wasteland. As a result of the players bringing back coloured light orbs
scattered around the seven realms, it is revealed by way of murals that the wreckage
site is the result of a krill knocking into the boat of a travelling merchant band, who
throughout the quests, used the orbs as a way to revitalise the wreckage site by
purifying the air, water and land, as well as setting up a bustling trading post to
purchase spells at. The “causality” of the quests in terms of action and
result(Egenfeldt, 183) is perfectly integrated into the story of the season by the
seasonal area itself being affected by completion of quests, creating a wordless yet
What is truly fascinating about Sky: CoTL’s fictional world is that in addition to
creating an immersive play space, the seven main realms are also intended to reach
beyond the game’ to tell a meta, fundamentally human narrative- the cycle of life.
The blank and barren landscape of Isle of Dawn and the platforms and butterflies
that guide the player‘s first flight toward the temple symbolises the blank slate of birth
and the beginnings of consciousness and learning. Daylight Prairie, with its rolling
grass hills, colourful flowers, cute light creatures and tasks just as simple as lighting
3 candles, symbolises a carefree childhood. The first challenges to the player are
present within Hidden Forest, and with its maze-like layout and the cape-draining
rain that can reduce flight power with prolonged exposure illustrate the player’s
difficulties in their tumultuous teenage years. After that, the races and glorious
structures within Valley of Triumph capture the exciting, fast paced, and
immediately following that peak, the troubles of middle adulthood is shown in Golden
Wasteland, where the dark water that constantly saps your flight energy is a
symbolism for the slow realisation of a life crisis and the deterioration of one’s body
with age, and the Dark Dragons represent individual difficulties, such as rebellious
children leaving the nest, or career failure. In addition, the ruins in the Golden
Wasteland contrasted with the glory of the Valley of Triumph shows the reduced
significance of past achievements and thus the disappointment that comes with
middle age. Beyond the Golden Wasteland is the Vault of Knowledge, where its
archive of lanterns symbolize looking back on your life at the elderly stage, after
which you are sent to Eden, the damage of the dark rocks and red crystals
comparable to the way illness ravages a body already frail with age, and the sacrifice
to the ancestor statues as our character’s light is completely depleted shows the
gratitude humans express toward loved ones as we inevitably die. And finally, after
Eden is over, you ascend into Orbit- a representation of the afterlife. Thus, the
fictional world of Sky is no longer just a “make believe universe”, and to “apply what
allows the fictional world to not only be engaging, but also touch the players’ hearts.
There are three types of characters that populate the world of Sky- Spirits,
Elders, and the player, which I will analyse through Egenfeldt-Nielsen et al.’s
are constructed and presented differently, all of them are vital components in
Spirits are the most common character within Sky: CoTL, found scattered
across the six main realms as translucent figures kneeling over or sitting(fig.10.1).
Players interact with these spirits by “reliving their memories”- “lighting” a dark
spherical core in their spectral bodies(fig. 10.2) which will then cause them to either
move through a series of still postures that shows a scenario(fig. 10.2) that the
player must follow by running to where the still postures are, remaining in a light-
marked circle and holding up a spot of light to walk to the still postures, or generate
spots of light around a small area that the player must collect. After the process, a
cutscene will play of the “memory” of the spirit in full(fig. 10.5-10.6), and the player
surface, the spirits would be considered both “functional characters”, in that they
have the “general function” of obtaining emotes used for communication and
opening up new areas for exploration, and marginally “cast characters”, which
fulfilling the player’s core final goal of Sky(fig.15)- By reliving the spirit, it will turn into
an orb of light that travels to the temple of the realm, and after the temple cutscene,
spirits will again transform into a beam of light and shoot into the sky, effectively
character can be constructed, with them being “defined by their actions” (Egenfeldt-
Nielsen et al. , 179) in a single memory and emote, and a “meaningful name”
their own right is not in being part of a large-scale player-driven narrative and reliving
memories, but in how they are presented as actually alive within Sky’s fictional world.
The two screenshots from the ending of Season of Flight(fig.12.1-12.2) below show
how spirits from different areas don’t exist in a vacuum within their own memories,
but are in fact actual residents, and in the ending, are able to use the Seasonal Area-
The Flight Paths- as an air travel hub around the realms. Though this
within the in-game area itself, the cutscenes are enough to breathe life into the
In addition, the seasonal areas allowed for self-contained stories, and as the players
finish Seasonal Quests, the seasonal story cutscenes will slowly become accessible,
wherein players can watch events in a spirit’s life. Though they still lack prominent
example, in (fig.13), the spirits are reacting in to the adversity of the Flight Paths
travellers and threatening the light creatures of the island, which leaves the spirits-
who enlists the player’s help as they care deeply about reviving and maintaining this
travelling hub - utterly distraught. As players grow attached to the seasonal area
through quests, the palpable fear shown here resonates with players, motivating
them in doing the final Seasonal Quests and purifying the Flight Paths.
coloured cosmetics, add to the spirit’s characterisation as well as the fictional world
example, Light Whisperer has a bird-shaped cape and a bird in their hair,
As mentioned in the prior section, the Elders are characters that are
presented primarily through cutscenes that play at the temple at the end of the six
main realms(fig. 13). The presence of their altars inside a temple presents them as
example would be the Daylight Prairie Elder shown in(fig.15.1-15.4), with their
friendly, round body shape and their quirkily curious mannerisms when discovering
the flame as well as watching their own transformation and the butterfly they created,
harking back to the Daylight Prairie symbolising an age of discovery and wonder. It
also serves to “shape the narrative in a certain direction” (Egenfeldt-Nielsen, 176),
particularly the change that the player has brought upon by lighting the flame at the
Elder’s altar, and in the case of the Daylight Prairie Elder, allows their faded
garments to regain their light, and lets them use the flame to birth a new butterfly.
This adds to the broader narrative of the player bringing hope back to the fallen
The final and most important character in Sky: CoTL are the player avatars,
often called a “Sky Kid” that the player controls in third person view. The game’s
opening cutscene(fig.16) provides all players with the goal of “returning the spirits to
the stars” through reliving spirit memories and giving light to Eden. The vault elder
cutscene (fig. 17.1-17.2) also presents the elders bowing down at the you,
characterising the player avatar as someone with great expectations placed upon
them and the show of respect from even godly leader figures, implies some greater
divine status.
Figure 16. The final scene of the cutscene in the beginning of the game, telling the player of their purpose.
Figure 17.1-17.2 All the elders kneeling before the player in the Vault Elder cutscene.
However, despite the information given by these cutscenes giving the player a grand
destiny and final goal, the game never once forces the player to participate in the
greater narrative with any kind of restriction. Players are free to explore the vast
world at their leisure and do anything they wish to within the game’s parameters,
such as flying around, playing music, or just sitting down and taking pictures of the
view, and none of these choices are treated as invalid in any way. Aside from the
basic parameters of being a child that has a light core, the player avatar itself is a
blank slate with no discernible personality aside from the emotes given by the game,
allowing the player to easily identify themselves with their Sky Kid, which Egenfeldt
Nielsen emphasises the importance of(180). This allows for a highly imaginative play
experience as the player can weave their own narratives within the vast fictional
world, and directly shape their avatars’ personality based on their own chosen
actions and most used emotes within Sky. Even when the player isn’t playing, they
can partake in the creative process of brainstorming personality and backstory ideas,
especially in relation to their own interpretations of the game’s final goal. In addition,
the cape, mask, hairstyle, outfit, and call (sets of sounds that a Sky Kid makes when
pressing on them in lieu of a voice) of the Sky Kid is entirely customisable with items
bought by currency, both in-game and real life, allowing further personalisation of the
avatar. This also adds a new dimension to the Sky Kid, as the cosmetics can shape
an avatar’s personality just as it has shaped the spirits’, as I mentioned above. For
example, as you can see, I have chosen the bird head accessory that Whisperer
through the friendship emotes between players that can be unlocked by offering
some in-game currency, such as holding hands that allows the player offering the
hand permission to lead the player who accepted the hand(fig. 19.2) or a hug(fig.
19.3). Sky lacks any genuinely violent interaction options between players, and
encourages the building of bonds with these acts of friendship, as well as various
parts of the game that encourage cooperation, such doors that can only be opened
with two or more people present(fig. 20), providing more opportunity for meeting new
friends. This generally characterises Sky Kids as selfless, outgoing and affectionate,
though once again, the player is free to interpret this action as they please.
Conversely, a player can choose to characterise their Sky Kid by playing solo and
The above analysis shows how Sky: CoTL uses its individual components-
even with limited use of text. By playing through Sky, the player feels less like they
are playing a game, and more so living in the fictional world, watching and being a
https://moodle.hku.hk/course/view.php?id=86866
Sky: Children of the Light Wiki | Fandom (Whole website). (n.d.). Sky: Children of the
light.fandom.com/wiki/Sky:_Children_of_the_Light_Wiki
“Sky: Children of the Light - Launch Trailer - Nintendo Switch.” YouTube, uploaded
www.youtube.com/watch?v=aBQRCHusYyU&t=43s.
Appendix:
(Personal In-game avatar to indicate screenshots being from my own gameplay)