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Journey Was Born From One Peaceful WoW Encounter

Jenova Chen says a single moment of unexpected peace with an Alliance player in World of Warcraft planted the seed for Journey's wordless, judgement-free multiplayer.

Nathan Lees2 min read
Journey key art
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Somewhere in a contested territory in World of Warcraft, a Horde player and an Alliance player chose not to kill each other. No voice chat, no typed messages, just two people standing still in a game that expected them to fight. That moment stuck with Jenova Chen long enough to shape one of the most beloved indie games ever made.

In an interview with Edge Magazine, the thatgamecompany founder explained that Journey grew directly from his loneliness after moving to the US. WoW became a lifeline, but it came with limits. "If I used voice chat, people would tell me that my English wasn't particularly good at the time," Chen said. "When my identity was exposed, then they'd treat me differently." But that one encounter with an enemy faction player, where neither attacked and both seemed to acknowledge each other without a single word, gave him something else entirely. "At that moment, I felt a connection and some level of respect with others. So why isn't there an online game where you're not judged by your skin, your accent, your age, your gender?"

I love that one of gaming's most emotionally resonant experiences traces back to what was essentially a bug in human behaviour; two players ignoring the rules of engagement in an MMO. Journey stripped away every layer of identity that online games typically use to sort and judge players, and knowing it came from Chen's real frustration with how WoW's community treated him once they heard his accent makes the whole design philosophy click into place. Chen also told Edge that his latest game, Sky: Children of the Light, extends the same idea further, calling it "the overwhelming thankfulness I felt from the world." Sky lets players hold hands, sit together in silence, and communicate through movement rather than text or voice. It's Journey's design ethos scaled up into a persistent world, and it all started because two strangers in Azeroth decided peace was more interesting than a kill.

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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