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It's
interesting, because I think that this game is a combination of elements that
are generally thought to be pretty separate. You don't see a lot of RPGs or
strategy type games with a rhythm element; they're usually kept separate, and
the games would be completely different games. You know, something like,
either, Guitar Hero, or Final Fantasy -- a big difference
between them, from a user perspective. So, I was wondering what you think about
mixing up genres like that.
HK: Well, I just happened to encounter the
characters, the Patapons, and then I just naturally imagined -- or, rather,
they just naturally jumped into my head, and they were beating the drum,
marching.
That
actually makes sense, from the perspective of soldiers marching, and
beating on a drum. It's not to suggest that the idea doesn't make sense
together; it's just that, I think that, as an industry, we have a tendency to
be afraid to mix things up a little bit.
HK: When I was thinking about something
fun, I just came up with Patapon --
so I didn't think about it too much. However, actually, I was once trapped in this
bad kind of thinking -- that complex games look better.
However, I returned to my originality; my
original idea that simple games are better. And a lot of people around me said,
"Are you really sure that you can realize a good game with only three
commands?"
And I said yes, and I tried to convince all the people around
me -- but I did not realize this alone: I had good teamwork from music
creators, and programmers, and everybody.
When
it comes to collaboration, a lot of games, it seems, are designed with thick
paper design documents, and the specifications are set at the beginning, and
people go off -- but that's really becoming completely out of fashion in
America, because people are finding that doing iterative designs, iterations,
one after the other, experimenting, arrives at better games with more fun
gameplay; can you talk about the process that you worked collaboratively, on the
team?
HK: We started development with my specifications,
and the sound designers, they joined us even before the prototyping stage. So
they gave us a lot of proposals, as to how to make a fun sound, and how to
respond to the commands.
So the key word of the game is "fun", and
they were very good at giving proposals about fun aspects. And the programmers,
they also responded to very difficult requests from us, and within a week, they
always came up with the solutions so we could touch and feel the game. So, we
repeated this process for two or three months, to build up a prototype.
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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.