While my personal experience with “summer camps” was never quite in line with Isbisters ideals, the concept of bonding in secluded environments with forced communities is certainly not lost on me from other life experiences like work, clubs, and, accurately, video games. There is an very interesting bond created between people of forced kinship, and especially temporary kinship. Isbister mentions Journey, an online exploratory game with very little distinction between players(built from experience of the player). This reminds me of other titles, “Meadow” and “The isle”, where The Isle is a game of surviving and progressing an online community through limited forms of communication and distinction from each other. Meadow is an exploratory game of limited communications where players are able to change their avatar through unlocking items which require multiple players to be present. All three titles express the beauty of temporary bonds, stressing the dismay of losing track of the person you’ve been traveling with for the past hour when you suddenly come into contact with others, the need for people to find alternate ways of expressing their typical character design cues or chat mediums, limiting you, instead, to the simple actions you can take in game, and finally, exercising our minds ability to distinguish patterns and personalities from the slightest, simplest of indications.