GAME JOBS
Contents
Think Like Takahashi: Noby, Katamari, Creativity, And Carpet
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  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 Previous Page 3 of 4 Next
 

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.

 
Article Start Previous Page 3 of 4 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Mickey Mullasan
profile image
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
profile image
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
profile image
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
profile image
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
profile image
When I saw the carpet drawing I thought to myself "I'm pretty sure I've done that too."

rock lee
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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.


none
 
Comment:
 




UBM Tech