Latest News
spacer View All spacer
 
February 10, 2010
 
Analysts: EA On The Right Track At Last
 
GamesBeat@GDC Confirms OnLive, GameStop, PlayStation Home Speakers
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
spacer
Latest Features
spacer View All spacer
 
February 10, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Fixing the GDC 2010 Schedule Builder [3]
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [20]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2010
 
THQ
Animator - Motion Builder (contract)
 
LucasArts
Senior Systems Designer
 
Trion Redwood City
<b>Sr. Brand Manager</b>
 
Telltale Games
Game Designer
 
Telltale Games
Senior Software Engineer - Core Technology
 
Airtight Games
IT System Administrator
 
Roblox
Apple Game Engineer - Kids' Virtual World
 
Roblox
Senior Web Engineer (front-end)
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  Sonic's Yasuhara: 'Freedom From Fear' Motivates Game Players
by Brandon Sheffield, Staff
0 comments
Share RSS
 
 
August 25, 2008
 
 Sonic 's Yasuhara: 'Freedom From Fear' Motivates Game Players
Advertisement
Sonic co-creator and Jak/Uncharted contributor Hirokazu Yasuhara has been discussing the fascinating philosophies behind his game design as part of a detailed Gamasutra interview, suggesting that "freedom from fear" is a key motivation for game players, even in games like Othello/Reversi or Pac-Man.

Talking about his design philosophies, the creator, who was the chief level designer on the original Sonic the Hedgehog, as the third person to join that team after Yuji Naka and Naoto Ohshima, and is now -- after a long stint at Naughty Dog -- Namco Bandai Games America senior design director, explained:

"[An] important thing is to consider the basic desires of people, even if all you're thinking about is a simple game. For example, you have active desires -- "Freedom from Fear", as they say, the way people actively want to avoid fear in their lives. And one way they deal with that is by engaging in a sorting process.

Let's say that you have a flat surface with some bumps sticking up out of it. Most people would want to see those bumps removed, as a sort of equalizing or "beautification" process. Also -- you know the game Othello, right? A lot of the fun in that game is the exhilaration you get when you flip a lot of pieces and make more of the board your color. Tidying up things, in a way."


Continuing the metaphor a little further, Yasuhara explained:

"It's the same thing even in business -- it's nicer when you have a well-organized Excel spreadsheet then a cluttered one. It's a continual process of actively sorting and bringing things under control, and the reason why people do this is because it helps make life simpler for them -- the process itself is fun, too.

As for how this goes back into video games, one thing you see a lot of in games is the act of "erasing," or "destruction." For example, in Pac-Man, you're eating dots -- wocka-wocka-wocka-wocka. That is erasing, and it's also a form of destruction. You're destroying everything in your path, and you're leveling out the entire playfield.

This is something that I think is vital for any interactive experience -- that sort of proactive desire in motion. This manifests itself in a lot of ways; the player can satisfy this desire a lot of ways in a lot of different games."


But that's not the only notable motivator -- you can potentially flip things around and see the 'Freedom From Fear' concept realized by other means. Yasuhara adds:

"But there's something else involved here: creation. Some people get what they want via destruction, but others do it via creation instead. For example, if I am feeling vulnerable, then I get more friends or party members, if you will, and make myself more protected -- or I go to town and interact with people to get that same feeling.

By the same token, some people think in the opposite way -- if I kill every enemy in the area, then that logically means I'll be more secure. "Fear" at play. It's different ways of arriving at the same emotion."


You can now read the full Gamasutra feature on the subject, including lots more comments on the differences between American and Japanese audiences, the genesis of Sonic, and more.
 
   
 
Comments

none
 
Comment:
 


Submit Comment