Among the many films of Woody Allen, Sleeper managed to distinguish itself by being one of the funniest comedies he has created in his long career. The story of Sleeper follows the adventures of clumpy ordinary man Miles Monroe (played by Woody Allen) who goes after simple medical procedure finds himself awoken from cryostasis 200 year later. There he starts exploring the weird dystopian world in which oppressive government rules the working class, entering into many misshapes during his struggle to help a small group of anti-government radicals.
Each city has not more than 6000 households, each family consisting of between 10 and 16 adults. Thirty households are grouped together and elect a Syphograntus (whom More says is now called a phylarchus). Every ten Syphogranti have an elected Traniborus (more recently called a protophylarchus) ruling over them. The 200 Syphogranti of a city elect a Prince in a secret ballot. The Prince stays for life unless he is deposed or removed for suspicion of tyranny.
There is, of course, nothing new in all of this program, nothing fantastic such as Huxley's "Hatchery and Conditioning Centre." The reader, while he cringes at the horror, keeps repeating to himself, "It can't happen here." Nevertheless, Orwell compels us to recognize not only Nazi devices but also certain telltale symptoms in our own social and political practices that cannot help but undermine our complacency.
England, in the year 1500, was emerging from a century of grim civil wars during which the cultural life of the country had deteriorated to a deplorable state. It was not until 1485 that the civil wars were ended by the victory of Henry Tudor, Earl of Richmond, at Bosworth Field, establishing the Tudor dynasty with the crowning of Henry Tudor as Henry VII. During the next 118 years under the reign of the Tudors, especially through the long reigns of Henry VIII and Elizabeth I, England attained the status of a first-rate European power and produced a flourishing culture scarcely equaled in all the history of Western civilization.
The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition. It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them. The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them". The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player. They also felt having text or voice communication between players or showing usernames would allow players' biases and preconceptions to come between them and the other player.