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Keita Takahashi,
creator of Katamari Damacy, opened his talk with a puppet of
the Prince from his game on his hand. "Hello, I'm Keita Takahashi," the
prince said. "And I'm still tired." The evening prior, just after arriving
from Japan , Takahashi won awards for both game design and innovation.
To demonstrate
the gameplay to those who might not have seen it before, Takahashi played
a short movie from his computer, while simultaneously absently drawing
a picture of the King of all Cosmos (another character from the game),
on the tablet with a stylus. It follows then, that he was an art major
in college, specializing in sculpture. He joined Namco as a CG designer
upon graduation, but none of the games he worked on in that capacity were
ever finished.
Realizing
that he'd like to work on a project that actually wound up releasing,
he decided to start his own game, joining a tiny prototype-building project
internal to Namco. Takahashi says that the title Katamari Damacy
(Katamari Damashii in Japan ) doesn't even fully make sense in
Japanese, so he was amazed at the positive reception. "If a simple game
like this can become popular enough to even come out in the west," he
said, "maybe the world's not such a bad place after all."
A lot of
people have asked him what inspired the idea for the game - a question
which he usually answers with 'nothing in particular.' But during his
talk, Takahashi revealed the answer: he went to the zoo and saw a mother
panda rolling her babies around in balls.
"Actually,"
he clarified, "that's a lie. I just thought of it."
But in fact,
there is a sport in Japanese elementary school competitions (called undoukai),
called tamakorogashi, in which small children roll a giant ball around,
and indeed, that's the image featured on the cover of the pre-release
Katamari Damacy demo from the Tokyo Game Show.
In terms
of design though, Takahashi really just wanted to create something new
that would be easily understood, something funny, and something that could
only be done in videogames. Choices for gameplay style seems very narrow
these days, he says, echoing
Inaba's idea that the game industry is in a period of stagnation.
As a result, videogames have also become narrow as a form of expression
also.
But what,
really, is the place of games in society? Politics, food, literature,
these all have direct impact on peoples' lives. But videogames aren't
necessary, he says. If games die, nobody suffers but the developers, and
eventually people will forget about games altogether. Nobody will miss
them, in the larger sense. That's why videogames have to be punk, they
have to be rock, they have to breed excitement in the player, or else
they have no use. And you don't have to shoot people in order to achieve
this.
In fact,
he says that kids shouldn't play games too much. During childhood, it's
much more fun to play outside, while it is still socially acceptable for
them to do so. He proposes that adults should play games instead. "People
might say that adults are too busy to play games much," he began. "But
this is wrong."
He wasn't
out to create a game into which a player could escape, nor a device for
relieving/venting frustration. He just wanted to make something fun, that
would make people smile.
After explaining
the origins of the game, the thought for a moment, finally breaking the
silence to say: "I should come up with a more interesting story."
The development
for Katamari was a year and a half, with 8 months of prototyping. A CG
design school was used to make all of the objects in the game, just because
of a brainstorm that Takahashi had at the time. He then showed a movie
of the prototype, musing as the movie played; "Hmmm. I guess the game
hasn't changed at all since then."
The fact
that the game was so simple actually inspired some criticism both internally
and externally. His higher-ups said that more features should be included,
so he proactively ignored those suggestions. While simple is not necessarily
best, he does think that it's nice to be able to sum up a complex design
in a single word, in this case 'rolling.'
He really
wanted to make a game that tackled feeling of love, or which gave people
feelings that they had in their teenage years. While this was a bit too
much to take on for a first project, he hopes that some of that sentiment
can still be felt in Katamari Damacy.
Originally,
the Prince and King of all Cosmos were planned as characters in a driving
game. In the design, cute characters drove around a city, destroying it
by running into things. The prince character bore a steering wheel into
the back of a human driver's skull, controlling him as the human drove
recklessly about. Takahashi says that this design was rejected, and after
a dramatic pause gave thanks to those that did not approve the idea.
As mentioned,
Takahashi's background is in sculpture. He thinks that the tactile aspect
of games is very important, which is why he made a game that uses only
the analog sticks. In the first two years of college, he just learned
the basics of sculpture, but in the last two he was able to work on whatever
he wanted, so long as he could explain the object's usefulness to his
professors, which he found a bit tough. "I can't even explain my own game
ideas" he added.
In terms
of sculpture, he says that recreating reality is a rather useless practice.
If you want to make a sculpture of a flower, wouldn't it be much nicer
to see a real flower instead? And in general he finds that most abstract
artists are just in love with their own work, even if nobody else is.
They attempt to be too high-brow, and ultimately don't make an impact
on anyone. So he didn't see how sculpture should fit into society.
The world
has many problems - pollution, war, oil shortages. How can anyone help
with this through sculpture? He came upon the decision that he'd just
like to make people happy. Though he feels as though this is a simple
idea, he thought that if he could just make people smile, then maybe they
wouldn't fight as much. Perhaps eventually this could even be a solution
for racial misunderstanding and war.
So he made
a coffee table robot. He also made a tissue-box cover shaped like a hippo.
In Japanese, hippo is 'kaba', which is also the pronunciation for 'cover'.
So it became a kaba Kaba. In his various sculptures, like a goat-shaped
flowerpot in which excess water is expelled through the udder, you can
see that the humor of Katamari Damacy was pervasive throughout
Keita Takahashi's creative career. Laughing, he said: "So. I made these
things trying to prevent war."
After college,
he realized that the game industry sells enjoyment, similar to the kind
he was looking for. He thought it'd be a really fun job but. it wasn't.
He purposefully incorporated a peaceful theme into the game, because he
had been affected by the political statements in Japan that videogames
were too violent, and were adversely influencing people. Perhaps games
can have a positive effect too, he offered.
Regarding
next-gen consoles, he says that technology will continue to increase,
but he doesn't think that high technology is necessary to make a good,
engaging game. It won't play a big role in content, because better graphics
and sound won't really surprise us anymore.
In Japan
, only gamers play games, and it's not something that they're very proud
to talk about, Takahashi says. Thus, more than technology, he feels that
game makers should be more focused on how to appeal to the public, and
make games more accessible to people. Games in Japan are mostly sold just
in game stores, and if a person is not interested in games, they won't
even browse. People should be able to play before they buy, he added,
offering that a bookstore that had all of its books sealed in plastic
would go out of business!
His solution
is for manuals to be readily available. If people could read manuals before
purchasing, not only would it give an idea of what the game was about,
but manuals themselves would improve, and actually offer some interesting
insight into the world of that game. Ultimately though, it's most important
to improve the game content.
After the
talk, an audience member asked him a question: how will you improve the
world in the future, using your idea of making people happy? Takahashi's
laughing response: "Maybe next time I won't make a game."
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