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MK: Yesterday, during
your talk, you mentioned Hayao Miyazaki and his opinion of the way that people
in Japan are now, not interacting with each other, and that's why you put the
game on the PS3 -- so that it wouldn't sell very well. (laughs) I was wondering
in what kind of ways I guess that Hayao Miyazaki, other than saying that, has
worked as an inspiration to you in some form?
KT: It's not particularly something that Hayao Miyazaki gave
inspiration about, but there was a documentary that was based on basically
following him around and showing how he is, still at that age being the top
creative mind -- creating such a great creative power.
That is in a way
inspiring for me -- because it tells me that my creations, or my career, or my
life is not mistaken, and that's something that I would love to continue doing
for the rest of his life.
MK: Do you think that
maybe the games that you make are something that he would enjoy? Because he seems to dislike video games for
the most part.
KT: I have no idea. That's a difficult question -- how he would
see a game like Noby Noby Boy. How would
you imagine that he would...?
MK: Well, because
there's no violence as such; there's no misogyny, or whatever. It's more kind
of about spaces in which you can feel safe and fun, to me. So I think it's the
type of thing that he could
appreciate, but I'm not sure that he'd want to look in the first place.
KT: That's probably true; he might not look at it in the
first place.
MK: But one thing
that I guess is interesting is that even though a game like Noby Noby Boy is about play, they also bring strong emotions from the
players. Is that something that you
think about as he creates the play design, or is that just something that's
kind of a side effect?
KT: Obviously a lot of the games out there would give
satisfaction to the gamer by setting certain objectives and have them complete
those objectives and achieve something; that's something that a lot of games
use.
But there are a lot of simpler ways to evoke emotion, such
as there could be some animal that could walk towards the camera and look at
the camera in certain ways, and people would look at it and think it's funny
and cute and all that. I think that is equally very powerful, and I think
that's something that I want to include more -- not like a game-like process
but more a natural emotion.

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MK: I noticed that
yesterday in your keynote as well you had a nice picture of your dog with the
scarf. You don't have to achieve something with a dog, and the dog itself
doesn't think in terms of achieving, just thinks in terms of play and loyalty
and these things. I guess -- I just like dogs, so I was wondering if you find
your pet inspiring.
KT: It's definitely something that is inspiring, because
animals can't talk. I'm here today -- and since I cannot speak English I can't
communicate with you guys directly. But dogs cannot even talk any language.
It's
funny when you come to think about it, that they are living with us -- side-by-side
with humans, who walk on two feet. They can't talk, but still they're there and
communicating with us by other means. I find that really interesting. And of
course they're nice and cuddly, and I find that very healing too.
CN: We talk about communicating by other means, and I think that seems like it
could work in a game. In fact, I think that Noby
Noby Boy lacks that much narrative and text; it communicates directly and
transcends language to an extent. Maybe that's a meaningful way of
communication, too.
KT: Yes, I believe exactly that's true, and Noby Noby does have very unorthodox ways
of communicating to the player without using that text and stuff, something
more that you see in mainstream games.
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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.