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Think Like Takahashi: Noby, Katamari, Creativity, And Carpet
 
 
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  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 4 of 4
 

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.


(Click for full size)

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.

 
Article Start Previous Page 4 of 4
 
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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
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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
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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
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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
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When I saw the carpet drawing I thought to myself "I'm pretty sure I've done that too."

rock lee
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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
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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
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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
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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
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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.


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