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CN: On that
question... A game like LittleBigPlanet that allows people to
actually contribute back to the game -- is that something that you find
interesting?
KT: I find that somewhat interesting.
MK: Do you think that
would be something you'd want to do in the future -- give people the
opportunity to create things for other people within the spaces you create in
games?
KT: User-created content is somewhat becoming almost a norm,
so I do believe that's the direction that I would end up going.
CN: Do you think that
there's a different approach that could be taken towards it that's maybe not
so... People in LittleBigPlanet are creating levels; it's involved. People can't all contribute; it limits the
audience to an extent. Do you think
there's a better way for fans to collaborate?
KT: I do believe that contributing by creating levels is
very challenging for many people, and I do believe, yes, that something that
would be easier for people to collaborate and create fun together -- that's
something that I definitely want. But a
question to that question would be, how is that being accepted by the user
community for LittleBigPlanet?
CN: I think it's
being accepted quite well, in terms of a lot of people contributing.
MK: One of the things
that I noticed about LittleBigPlanet is
that most people want to remake other games' levels. Do you think that people
within the games industry and also people that play games concentrate too much
on games' histories rather than looking at films or art -- or parks, for
example?
KT: I can't quite put the thought together, but the thing
that I don't like about how those games are is that you provide an environment
where the players can create their own content, but at the end what do you
get?
You basically have people just
copying what they saw on some other media, and that's something that you cannot
really call creation. So that's what bothers me a bit.
CN: Something that I was curious about is that Noby Noby Boy seems to be very not a goal-oriented game; it's a
playground kind of a game. It's a
toy. But one thing I was wondering about
is that then it has the trophies supported, which I think is almost sort of
funny.
KT: (laughs) It's not something that I wanted to implement,
but as you probably know it's a requirement set by Sony for all the titles
released this year. It's there, but it wasn't really meant to be part of the
design.
CN: But anytime you
embark upon a creative endeavor, there are certain limitations or restrictions
that you can't break out of. We want to
draw on this paper; we can't draw on the carpet. Or we could, but that wouldn't
be within the rules -- the same way that the trophies are the rules. Do you
think that actually enhances or provides creative opportunity?
KT: Obviously there are, yes, restrictions in most creative
processes, but at the same time, it's somewhat challenging maybe, but creating
something that's fun within those limitations is also part of the creative
process, and I enjoy that. [Takahashi
draws the carpet's pattern on the paper.] This way, it'll be part of the
carpet now. (laughs)

Takahashi
flouts the rules by drawing the carpet's pattern onto the paper -- bringing the
outside world into the medium.
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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.