|
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.

(Click for full size)
|
You in tiny box.
Takahashi in big long tube.
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.
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!
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.
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.
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.