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CN: There's been a
lot of discussion and concern about "games as art", and I think
people are kind of missing the point -- because people don't even have a
definition of what they mean by "art". Since you referred to moving away from
mainstream art, are you concerned with the concept of games being art, or do
you think that it's inherent? Is it
important, or doesn't it matter?
KT: It's difficult to answer that question because, as you
said, there's no definition of what art is.
CN: That's the
problem; I think that people sort of talk around it because they don't have an
approach. Do you think that it's important to have an approach to that issue,
or do you think that it's even just an irrelevant issue?
KT: I believe that there's no sense in trying to define what
art is, and it's okay to be something really abstract; it's okay how it is.
MK: I was wondering
what you think about the people who enjoy your games because of the characters
in them and the world rather than, say, the gameplay.
KT: There's nothing wrong with that; I'm just happy that
they like the characters.
MK: Do you always
think that for the type of characters and the worlds that you create, that
games is the place you want them to exist? Would you be happy to see them in
other formats, other spaces -- like have within animations or something along
those lines?
KT: Like the BOY muffler? [Ed. note: Takahashi's mother
knitted a BOY scarf for him, which he brought to GDC.] It's good; if there's
opportunity to allow these characters to come out of the games for that scarf
over there, if something outside the game can be created, then that's great.
Like Noby Noby chopsticks. (laughs)

Takahashi's
Noby Noby chopsticks can be seen at the bottom of the image, in orange. (Click for full size)
CN: I find it funny
that people tend to take most games very much at face value -- say for example
something like Gears of War, which
has a complicated and basically ridiculous scenario, but when it comes to your
games, people stop taking them at face value and they start to try to think
what's the inspiration for it.
Actually, I think, your
games are more prone to be taken at face value; they're there to just be
enjoyed and that's about it, which is great. I think the gamers tend to take conventional
games at face value when they're the complicated, affected sort of thing.
KT: I designed a game which would provoke a lot of thinking,
and I really hoped that people that play the game would think about what's the
inspiration; what is he trying to express?
That's exactly what I want to do,
rather than some superficial entertainment that would just provide a very short
entertainment for a period of time. That's not something that I want to create.
MK: And is attempting
to inspire people yourself to be creative part of what you're trying to do?
KT: I love to give a lot of inspiration to others, and if
that would help to make the world a better place, that's great; that's
something that I would want.
MK: So how do you
think that would make the world a better place?
KT: (laughs) No money, no financial stress...
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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.