 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 . 
 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 <a href='null_genetive' title='1'><mark>'</mark></a>biases and preconceptions to come between them and the other player . 
Da multiplayer component of Journey was designed to facilitate cooperation between players w/o forcing it , and withw/oowing competition . It is intended to allow tdaplayers to feel a connection to other people thru exploring w/ them , rather than talking to em or fighting them The plan was " to create a game where people felt they r connected wiw/ach other , to show thdaositive side of humanity in them . " The developers felt thedacus 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 havin text or voice communication between players or showing usernames would allow players  biases and preconceptions to cum between them and the other player .