ViewtifulJC
Banned
You're completely missing the idea behind its gameplay mechanics and how everything actually functions within the game if you believe in what you're saying. Journey's gameplay is actually a fully thought out and brilliantly executed piece of work. The level design is kept simple for the player, but the design itself is complex. Every single thing about journey, from the movement, level design, co-op function and especially the jumping mechanic is done while keeping in mind the intent for said gameplay and the story it is trying to tell. If you believe its design is so perfunctory, it's obvious that you're merely viewing the tip of an iceberg. The only thing Journey does is it uses deep gameplay mechanics (not in terms of actions done by the player, but in terms of the purpose of such mechanics on a more subtle, emotional level), but only uses as much as it needs. It's a tight and efficient game that is great at evoking thought and emotion from players, as can be seen by its huge fanbase. Complexity for a player is not inherently a good thing, depth is.
Journey did the opposite of what you say. It didn't take a stance against complex or deep mechanics (those are two fundamentally different things), it in fact chose to emphasize the importance of deep mechanics as the entire game is dependant on just that (example: Jumping around in the game is not there for the sake of jumping, it is intended to subtly evoke a specific emotion in our unconscious, which it then exploits during the climax) Journey shows just how incredibly good games can be if they utilize the medium they're in. It plays with the nature of its gameplay in order to evoke the reaction it so desires from the player and makes sure that every single thing it does (gameplay, visuals, music, everything) is done while having a single goal in mind. The design is complex and has plenty of depth, but in this case it makes sure that the player only feels the result.
It is indeed simple for the player if you look at it on a superficial level, but calling the game design or player action superficial couldn't be further from the truth.
I generally don't like open-world games either, but Sleeping Dogs was incredibly fun. It manages to keep the game tight, while effectively utilizing a huge explorable world. It feels vibrant and alive and has character, rather than giving off the stagnant/stale and dead feel you can get from most open-world games.
If you're not realizing just how the game is built up, there are tons of articles you can find that explain this fairly well. Journey could not have existed outside this medium, the reason why it works so well is because it is 100% gameplay centric and because the gameplay is perfectly merged with the story it's trying to tell and the experience it is trying to create. Having tons of options in a game is not inherently a good thing if the game cannot utilize it and merge it seamlessly with the final product it is trying to create. The goal should be to create games that do what they're trying to do without cluttering the product, to create compelling gameplay and using the medium efficiently to reach its goal. The things you guys believe are missing in journey are exactly the things that make Journey so great and the reason why it's so popular. It looks superficial and simple from the surface, if you deny yourself to look for the reasons as to why it works so well, but it is the opposite of that. That is not to say that all games should be like Journey, but every aspect of the game has more depth behind it than you guys may realize and it is the fact that it utilizes this medium so perfectly that it's so incredibly popular.
That was a lot of words, I'll say that much. Neiteio would be impressed by your verbosity.