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Think Like Takahashi: Noby, Katamari, Creativity, And Carpet
 
 
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  Think Like Takahashi: Noby, Katamari, Creativity, And Carpet
by Mathew Kumar, Christian Nutt [Design, Interview]
10 comments Share on Twitter Share on Facebook RSS
 
 
May 29, 2009 Article Start Page 1 of 4 Next
 

Keita Takahashi, creator of Katamari Damacy and Noby Noby Boy, is more interested in art, life, and his dog, than the work of his creative peers. He's more interested in going to the museum than going to the Game Developers Conference.

And he's not usually that interested in doing interviews -- in fact, Gamasutra never ended up publishing our most recent prior interview with Takahashi, because the editor who conducted it felt his taciturn responses weren't even worth transcribing.



So we were forced to tackle a tough question when it came to this interview: how to draw this private man, who famously would like to design a playground as much as he'd like to design a video game, out of his shell enough to talk about creativity.

We decided that the best idea might be to inspire him ourselves -- and we did that by bringing a packet of markers and a pad of drawing paper, settling down on the floor of the hotel suite Namco Bandai booked for the interview, and start drawing together. "We're just trying to keep the interview from being boring, since they often are," we said, by way of explanation.

In essence, we wanted to try and figure out what inspires Keita Takahashi by collaborating with him. It's a tough call -- and easier, probably, to find out what doesn't -- but hopefully this interview, conducted during March's GDC, and the photos and drawings which accompany it, will do a bit more to draw out the creator so many consider quirky and mysterious.

Christian Nutt: So, first of all, what have you thought of GDC so far? How did you feel about your presentation, and have you had a chance to see anybody else's stuff?

Keita Takahashi: I'm not interested too much in seeing what others are offering or showing, so this time I haven't really seen or attended any sessions. I spent time mostly at parks and museums and stuff, but haven't really looked at GDC.

There's a bit more to do; I went to the Experimental Gameplay Workshop, where I'd shown Katamari Damacy for the first time, a few years ago. So I was wondering what they were offering now, but it's no longer that interesting, what they are showing or talking about. I'm kind of wondering, you know, what happened to GDC.

CN: I don't want to make any presumptions, but is it that you're not interested in what other people are doing because you want to maintain your own vision, or because you just feel like it's too conventional?

KT: I rarely see something that really stimulates my imagination. I don't really find a lot of games out there interesting or entertaining. So I kind of see myself drifting away from looking at those titles. So that's how I am right now.

Mathew Kumar: You said you spend a lot of time going to parks and museums; is there something that you find inspiring about doing that, rather than looking at other games?

KT: I've somewhat stepped away from mainstream art since I'm making video games right now, but I find seeing stuff in the city and checking out the parks and museums -- I find that more inspiring than looking at other games out there.

MK: But I was wondering if perhaps the kind of experiences that you have, having fun exploring a new city or going to museums and spending things -- is that the type of emotions you want to bring across by something like Noby Noby Boy?

KT: There are unique things that you find and experience in environments like museums and parks. Noby Noby Boy is just my attempt to kind of recreate that same experience, something that I wanted to do to try out something that can only be realized in that particular environment.


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Comments

Mickey Mullasan
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Takahashi must make a lot of straight-arrows very angry, which he'd draw with a cute frown. I like his work, he is very lucky to be himself, which many still can not claim. It was funny how the interviewers thought it strange that he would go sight-seeing in San Francisco, instead of rubbing elbows in a badly lit room to hear the drone of a person who is just barely there creatively. And then they presumed that it was part of "maintianing the vision" when in actuality it's probably just for chill.



You in tiny box.

Takahashi in big long tube.

Carlo Delallana
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The carpet drawing was all I needed to see. Seems like such a tiny thing to do but his mind was creative enough to find a way to break the rules, turning a constraint into something fun. I'm going to print that drawing of the carpet and leave it on my desk as a constant reminder to always try and find a way to break rigid rules and and extract something "fun" from it.

Chris Remo
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Mickey,



I think that's slightly unfair. Takahashi specifically mentioned the Experimental Gameplay Sessions, and said he didn't find it as interesting this year, and so he was asked why he didn't find that work as interesting. The point of an interview is to draw out responses and opinions from your subject, so of course the interviewers are going to ask why he feels the way he does about the statements he makes.

Christian Nutt
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Chris,



I find that slightly unfair. I live in a box, and the box is covered in bars, and the bars are locked, and the box is in another box, and then that box is in a steel shipping container, which is at the bottom of the sea!

James Hofmann
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When I saw the carpet drawing I thought to myself "I'm pretty sure I've done that too."

rock lee
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You guys should have asked him about his thoughts on ICO, Shadow of the Colossus, and Trico, and Flower! >:D



Trico was able to evoke emotions just by witnessing the Griffin move and interact with the boy. I think that's something he would be interested in.

Nick Todd
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Rock,



I think the griffin aspect of Trico touches on the animals comment Takahashi made in the interview. I think the Griffin has an immediate relatable link to people, similar to how people relate to dogs. It acts as an emotional link, something viewers immediately care about. It's kind of like in movies; if you ever see a guy shoot or hurt an animal, two things will happen: One, the audience will absolutely DESPISE that character, and two, that character will probably die, fulfilling the audience's death wish for the for him/her. I think animals or companion creatures like that just naturally bring out the emotional side of people. But I would be curious to what Takahashi would say about it.

Jared Hardy
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I want to thank Chris and Mathew for making this interview happen. I went to GDC for the first time this year, so I fit in as many sessions as possible; but I still took some time to wander local restaurants, parks, and museums too -- so I can sympathize with Mr. Takahashi in that way. I don't know what his previous GDCs were like, or why it would seem so different. I guess I've been playing less video games lately than I have in the past, so I understand some aspects of his disinterest in current games. I've been more in science-research mode than play/competition mode lately.



One thing that might illuminate Mr. Takahashi's thoughts a bit more is if you could somehow indicate in the images which part he was drawing during each line of the interview. The carpet pattern drawing bit is great, but I'm just wondering where the rest of the drawings fit in with the conversation. I could be mistaken, but on the last photo I think I see Mario upside down on a rice bowl, with a mushroom nearby, as well as a freaked-out Luigi with a little guy on his tongue. I'm not sure why, but that green guy with the black hair looks like he has a guitar for a body, is being electrocuted, and makes me think of Elvis. ;) Even if that wasn't the original intent of the drawings to convey those known characters, it reminds me that pattern recognition and repetition are part of the general social processing that can sometimes be considered "creativity", whether it's really "original" or not. Of course, maybe that's just because I know too many OCD-ish artists, who associate perfection with constant iteration and refinement, not originality. They are the same types who would be too afraid to reveal their first doodles of *anything*, so it's refreshing to see some of that first=final draft play revealed here.

Christian Nutt
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It's Mario. The sequence of events was: I drew a cooked mushroom slice next to the rice. Takahashi asked me what it was so I wrote "kinoko" (Japanese for mushroom) so he drew a Mario-style mushroom... and then had to draw Mario, of course. To which I replied, "of course". Unfortunately that private sort of conversation couldn't make it into the interview. There was a lot of giggling and whispering during interpretation.

Tom Newman
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I love the way Takahashi interviews! Sure, he may not answer the questions asked, and often does not give the expected responses, but what he DOES say give us more insight into the way this artist thinks than any traditional interview.


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