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It's
similar in a very superficial way, but they obviously have a very
different character. And it's interesting to see, because something that I've
been thinking about is, a lot of developers try to replicate hardcore 3D games
on PSP, and they run into problems with the controls, or with visibility of the
game; and I was wondering, how much of your approach was based around solving
those problems? Or was it just your personal inspiration that led you to make a
game in this manner?
HK: Well, the most important point about Patapon was to make it simple. The less of
the information, the better. Therefore, there's only three major types of command;
that is: pata-pata-patapon, pon-pon-patapon, and chaka-chaka-patapon.
We're
reaching the point in the industry that we're trying to make games that are
more simple, and more broadly appealing, and some developers, I think, really
struggle with that because they want to make games that are more hardcore
instead. It seems to me that you naturally wanted to make a game that could be
enjoyed pretty easily, and have ideas that people could relate to, or
understand easily -- so I was wondering if that's true; if that's the case?
HK: Actually, I'm very honored to hear
that, in saying that I just naturally came up with the easy, enjoyable game, so
that people can understand what is going on in the game, and so they can feel
closer to the game. I'm very honored -- and I think the Patapons are happy,
too!
There's
been a belief that a simple game can't be deep, and I think that a simple game
can be deep; and, conversely, I think that a complicated game might be a
shallow game, from a gameplay perspective -- it just has a lot of complication.
So, how do you see that issue, within development?
HK: The way I came up with a solution is to
divide the game into two different layers. One is the very simple game, so that
a player can clear the goal with just three commands. But for those users who
want to play a deeper game, they can use weapons; they can collect equipment
and weapons, to try to clear different missions, with different goals.
In addition to that, the basic idea of this
game is about rhythm, so you have to beat the rhythm in the accurate way -- and
even though you are giving the command by beating the rhythm, you are also
singing a song with the Patapons.
And so, it's not just a simple game: it's
like creating the music with the Patapons, and that's what makes the deeper
aspect of this game.
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The amount of work these guys invested on making the concept strong sure explain why this game is so f**** amazing. Kudos on Kotani and his team for their vision and for what I consider the defining title of the PSP platform.