| Tom Newman |
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Great interview! Takahashi is one of the most original designers out there, and this gives some great insight as to how he thinks. Katamari was an awesome game, with many levels of depth. I always saw the game as much much darker than it is presented, with all the people running and screaming in fear as a giant ball of stuff destroys their city. Noby Noby I've yet to check out, but it's looking like this weekend I may have to download it.
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| Mickey Mullasan |
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"We shouldn’t be afraid of being criticized, and just create what we want.“
Yes. But fear is the string that binds us together. As long as there are Hater Takahashis to cut the tie every now again we'll be fine. |
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| Carlo Delallana |
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Can a "game designer" evolve into a "toy designer"? Toys are wonderful things, they have no purpose beyond what the player dictates from moment to moment. It can range from simple entertainment where you make sound effects as you play or literally create a narrative on the fly while you are playing. We did this as children so at an early age we all participated in user-generated content but more importantly we enjoyed ourselves without having to create explicit or long term goals.
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| Mickey Mullasan |
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"Can a "game designer" evolve into a "toy designer"? "
That's a question that maybe social darwinism can solve. I think Takahashi is trying to imply that our elitism is all in our minds and that it's an unnecessary crutch that not needed to express your imagination. |
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| Mickey Mullasan |
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Also, you shouldn't call games toys. They're art, remember?
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| Carlo Delallana |
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Toy designers "let go" in the end and hope that people use it as designed but have few avenues to impose this restriction. Game designers build in systems to hold on to the player, like a disembodied voice that says "Hey, you are not supposed to do that!" Maybe we have or suffer from separation anxiety.
Game designer versus toy designer? Heck, why can't we be both? Sounds like fun! |
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| jaime kuroiwa |
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I'm impressed that he could make Noby Noby Boy with the intention to not have it sell well. I can't imagine anyone working for a gigantic publisher to make that kind of statement, but I guess in order to retain talent, you have to allow them to breathe a little.
I completely understand the constraints he's talking about. Yes, it's Namco Bandai. Yes, it's the world. Sometimes you just want to hang out with your friends and have fun, but these current times prohibit that kind of behavior. I think Takahashi-san is tired of having to justify himself all the time, and just wants to make something special for those that get it. It would explain the personal "prizes." I think it's a grand idea. It kind of reminds me of what Trent Reznor has been doing for his fans the past couple years; create a special place, share music, and get people involved in the things he believes in. I hope he branches out on his own soon, unless he wants to be called "Katamari Takahashi." |
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| Jacob Corum |
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I've found Chris Crawford's definition of games to be the most practical foundation of game design: a goal-oriented activity, containing active agents to interact with and play against. Takahashi's ideal game, by this definition, would be more a play-thing than a video game.
Though his thoughts do raise an important question- are we limited in our expression to nothing more than asking a player to achieve a goal? Perhaps we should be making toys instead of games. But as human beings we are defined by motive. To sustain ourselves, to stimulate ourselves. We all share the same desire to survive. When motive is stripped away from the games we play doesn't it sometimes seems that their reason is removed as well? Why should someone play a game that can't be won or lost? What is the point of trying when there is no given purpose for doing so? Maybe because it forces us to choose our own reason. Maybe because by playing with toys we are in fact giving them meaning. Taking that which is without reason and helping it find a purpose. Maybe that's what we should strive to be as "Users": toys that have chosen purpose. |
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| Oliver Snyders |
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Yes, Keita. Yes.
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| Sommo Pokkonin |
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Also, you shouldn't call games toys. They're art, remember?
----------------------------------------- http://my.opera.com/john30/blog/ |
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| Adam Bishop |
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What a fascinating man. I wish I had been able to see this talk. I've never thought of Katamari Damacy as a statement about consumer culture before, but now that he's mentioned it, I don't think I'm going to be able to play that game the same way anymore.
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