Habitual game of the year list fixture Journey was made by a very small team, but that doesn’t mean development was cheap. The game’s development ran an extra year out of the desire to polish the game into what it is today. And by the end the company had spent all of its money, staff were on half-pay or no pay and almost everyone involved left for greener pastures.
“The reason we wanted to create Journey besides reaching that cathartic moment in the end was to create a real connection between two people,” game director Jenova Chen said in an interview for Eurogamer back during development days.
“The reason I do that is because most people are saying right now: social gaming is hot. But no other game is really socialising, as in the emotional exchange between two humans.”
Source Strategy InformerFiled Under: Gaming News, Technology News