 The developers designed the game like a " Japanese garden " , where they attempted to remove all of the game elements that did not fit with the others , so the emotions they wanted the game to evoke would come through . This minimalism is intended to make the game feel intuitive to the player , so they can explore and feel a sense of wonder without direct instructions . The story arc of the game is designed to explicitly follow Joseph Campbell 's monomyth theory of narrative , or hero 's journey , so as to enhance the emotional connection of the players as they journey together . In his D.I.C.E. speech , Chen noted that three of their 25 testers had cried upon completing the game . 
 The developers designed the game like a " Japanese garden " , where they attempted to remove all of the game elements <a href='null_relcl' title='1'><mark>that</mark></a>did not fit with <a href='None' title='2'><mark>the</mark></a><a href='negative_concord' title='3'><mark>others</mark></a> , so the emotions they wanted the game to evoke would come through . This minimalism is intended to make the game feel intuitive to the player , so they can explore and feel a sense of wonder without direct instructions . The story arc of the game is designed to explicitly follow Joseph Campbell <a href='null_genetive' title='4'><mark>'s</mark></a>monomyth theory of narrative , or hero <a href='null_genetive' title='5'><mark>'s</mark></a>journey , so as to enhance the emotional connection of the players as they journey together . In his D.I.C.E. speech , Chen noted that three of their 25 testers <a href='been_done' title='6'><mark>had</mark></a> cried upon completing the game . 
The developers designed the game like a " Japanese garden " , where they attempted to remove all of the game elements did not fit with no others , so da emotions they wanted tdagame to evoke would come through . This minimalism is intended to make the game feel intuitive to the player , so they can explore and feel a sense of wonder w/o direct instructions . Thdatory arc of the game is designed to explicitly follow Joseph Campbell  monomyth theory of narrative , or hero  journey , so as to enhance the emotional connection of thedaayers as they journey together . In his D.I.C.E. speech , Chen noted that three of their 25 testers done cried upon completing the game .