Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 26, 2019
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

GDC: Keita Takahashi - The Complete GDC Lecture

GDC: Keita Takahashi - The Complete GDC Lecture

March 27, 2009 | By Brandon Sheffield, Eric Caoili

March 27, 2009 | By Brandon Sheffield, Eric Caoili
More: Console/PC, GDC

In his inimitable style, Keita Takahashi began his Game Developers Conference session by demonstrating a hand-made scarf knitted by his mother.

Its Boy (from Noby Noby Boy)," he explained, "but also a scarf, and here you can put your hands in. So, when youre cold, you can use this. Even when its cold, you are safe.

Most people may not know what I tried to achieve here, or why I tried to do this, and so he attempted to explain.

First, I came up with my own idea, then talked to my teammates. Sometimes, they might think Im a bit weird for making this kind of crazy game; Im very normal. I dont use drugs, or drink at all. Please dont worry about me, Im okay.

Creating Katamari Damacy

In [Katamari Damacy], I wanted to show an ironic point of view about the consumption-based society," he revealed. "But I wanted to make more objects -- if it were empty, I would feel empty or lonely. But when these objects are rolled up and absorbed by the Katamari, theyre gone. Then I felt empty.

I feel the same way about disposable society. I think I could successfully express my cynical stance toward consumption society with Katamari, but still, I felt empty when the objects were rolled up.

Takahashi decided that he wanted to make something with fewer stages, and less of a "goal." "My answer was Boy, who has a long body. He has a long-winding body. This is fun, right? I was also thinking I wanted to create a game where I didnt need to worry about boundaries."

"The boundaries I was concerned about were time, and money," he continued. "To be able to create a game thats not limited by time and money is impossible. So, I thought about not worrying about these, and just being able to create freely.

He noted that games typically have goals, or "carrots on sticks." His personal goal was to create a game which presented no goals for players, which he admits might seem somewhat abstract. Takahashi also hoped to create something that designers wouldn't be able to control or predict.

Katamari had rules in there," said Takahashi. "You had the Katamari size goal, and the time limit as well. I wasnt happy with that existing. In the last remaining one second, its perhaps possible to create a huge Katamari, and maybe use your time well. But even that doesnt quite make me happy. This was a formula, and I felt like it somehow betrayed my vision."

There are some games that follow the rules and make something wonderful, but I wanted to throw that out and start from scratch, from the beginning of what games should be," he added.

In Japan, people who play games are called users. Maybe its just the game industry. I always thought this was bad. Why do we call them users? Arent they supposed to play? We throw around the term users without thinking about it, so perhaps its about consumption.

Consumers, Not Players

Takahashi cited a quote from animated film director Hayao Miyazaki, stating that children today are not playing, they're consuming.

He conceded that one has to create something that's consumable in order to maintain a company. But I hear executives talking about users, users, and I just want to hit them. Sometimes I think maybe they should just die. But Im getting sidetracked.

He then drew a graphic of a person playing games on a train, with his face down, staring at the screen, while his parent is sitting nearby, being ignored. This is not how things should be, he says.

"Maybe its a bad thing if a game sells," he posed. "So, I thought maybe it should only be on PS3 and maybe only download. Thatll mean itll not sell that much," he joked.

"Its been about one month since we launched, and I was right, it didnt sell that much. Though I guess maybe thats bad.

Noby Noby Beginnings

Takahashi started thinking about developing a new game in 2005, and sought out a programmer for the project. Most didn't really understand his goals. "I showed one programmer this, and he said Yes, Ive been thinking about these kinds of things as well! He showed his wife, and she said You should work on this as though your life depends on it. So, we have a collection of crazy people working on it."

He also revealed that the original 2005 prototype was developed on Xbox 360, despite it eventually being released exclusively for PlayStation Network. Theres some stuff that wasnt in the PS3 version, but its pretty much there," he said.

In 2006, it was decided wed put it on PS3. At the time, the 360 wasnt doing well in Japan, so maybe there were some political reasons for the company to do it on PS3. For me, it was important that the PS3s sticks were straight across from each other. For the 360, theyre not, and that was enough for me.

He had difficulty with the physics engine, though, and initially sought outside help. Im sure developers know, but Havok is a physics engine, and if you use it, you have to show their logo. I didnt want to do that. I thought it would be awful to have to put a logo on the game every time, so instead we used physics effects that SCE puts out.

But I still had to put the Namco Bandai logo, so I guess putting a logo on wasnt something I could avoid," he said.

Before we knew it, it was 2009," he said of the game's long development cycle. "People higher up were really mad at me, and some of them really glared at me if they saw me in the hall. I dont know how many weve sold really, but if you go to web web boy [which shows stats from the game], there are 55,768 players now.

In spite of the fact I said the game shouldnt have a goal, but Noby Noby Boy does have a goal, he admitted, and that goal is growing Girl.

The goal is to connect the solar system," he said. "I thought it was such a huge goal for a game that it wouldnt really count as a goal.

Within one week after sales, girl was able to reach the moon," he noted. "I was very moved by this. But as I showed you earlier, there are 55,768 players right now. At the average, girl is growing 40 million meters per day. If we go at this rate, in order to connect the entire solar system, it will take 820 years. This is a problem, Ill be dead by then.

What He Couldn't Do

There are tons of things I couldnt do," Takahashi admits. "I dont want to say Im making excuses, though. But girl goes around the solar system, starting with the moon, then mercury and so on. We accumulate points to go around the universe. I wanted the top players to get a gift. The first is this scarf. Then heres a long pillow. [Shows images of gifts on screen.]

His mother made the scarf, and the pillow was made by his younger sister. Why did I want to do this? Its a gift to say thank you to players. But also I wanted everyone to enjoy this game. I wanted to give actual gifts to players, this is just my style, and how I feel. Games have their own rewards, but if we give actual gifts to players, maybe they will feel theres an actual goal.

I didnt want it to just be a gift like a download or something like that," he said. "It should be something real."

"I couldnt do this, partially because of privacy issues, and we also needed a very secure distribution platform, he continued. Also people might put this up on an auction site, and then Id buy it back and re-deliver it. I thought that would be pretty amusing."

Another thing I couldnt do was having to do with Girls ranking," he said. "I really wanted it to just be fun, but if theres ranking, people may just keep trying to extend girl, or give up halfway. I wanted to use more fuzzy ranking. Boy, and Girl should move around regardless of ranking, but there was no time and programming resources for this.

I also wanted to do a search system, with some sort of Google type system, so if you Google within Noby Noby Boy, characters will bring some results and you could eat it and open the site. But a popular site can run very fast. Its tough to get. Its kind of meaningless, but maybe fun?

The face of Noby Noby Boy is simple circles, and I thought itd be nice if you could customize it, but I couldnt. I also wanted to use Youtube uploading so players can report bugs. That might be really convenient. Also players could suggest things through Youtube, and then the players and the development team could exchange ideas.

Why make this game?

Continuing with his musings: Why did I want to do this? Well, because I felt constrained," he said. "In the last four or five years, the world has become much more of a cramped place. This is not a game world, its the real world we live in. It has nothing to do with the recession, it just feels constraining from a different perspective. Maybe this is just me, but I feel like theres something physical that is tying me up. I feel everything is controlled by systems.

Takahashi added: "Maybe this thing thats tying me up is Namco Bandai, but theres a much bigger cramping happening in this world. The word Noby Noby means to not be constrained, and to be mentally liberated. Maybe this is a little dramatic, but Noby Noby Boy is a way to fight against this constraining world."

"Maybe thats why I created this game. But ultimately games dont need these kinds of goals, honestly. Games should just be fun, and if thats the case, what I said is just nonsense. But personally I needed this kind of explanation.

Noby Noby update

He continued: Before PS3, we thought it might be fun to do it on the iPhone. So we're in the process of making it for the iPhone. I thought if we used the boy from the iPhone as well, girl can reach the solar system in only 400 years.

In the [PSN] update, its possible to do multiplay, says Takahashi. He then demonstrated a local multiplayer mode, in which players could also each eat each other and connect. At maximum, four people can play at the same time, he said.

What's in a game?

A lot of people ask me if Noby Noby Boy is really a game," he says. "Basically this is from the time of Katamari Damacy, but I dont really think of creating a game when Im making these. Im just trying to create something fun. Parties, festivals, that sort of thing.

People who ask whether its a videogame, Id ask them what a game is. Is it good level design? Is it good AI? A good story? Important goals? Great music? People say without these, one wont be motivated. But even using at the catalog for GDC, theres no definition for a game. The games we make arent about level design, or a sense of accomplishment.

Ive been complaining a lot now. People call me not Keita Takahashi but Hater Takahashi, he joked. "But I think there is a lot of potential in games, and I am just frustrated that they dont reach their potential. Im sure theres something more that we can do. If we love video games, we have to think about this more. We have to observe more, and have more fun while were making these games.

His conclusion? "There is no completion in the industry games, its always developing. But despite that, we believe there are certain ways that games have to be. Perhaps were also hiding behind these rules, and maybe just relying on past experience. Im sure youre going to misunderstand this, but I think perhaps we have to ignore the players, and our companies."

"Maybe we should just try creating a game that we like, rather than thinking about whats going to sell or whats popular, or looking outside for the standard. We should look inside to see whats fun. Games arent created by management. We have to rely on hardware, but hardware doesnt make the games. Its humans that do. Se whouldnt be afraid of being criticized, and just create what we want.

Takahashi ended by noting of this freedom: This will create something fantastic, or something fantastically awful. But even if it is awful, it still has value. So I think we should all keep trying. I think that is our mission. There are other missions certainly, but crating something new is something that should be a goal for developers. I hope you will join me.

Related Jobs

Dream Harvest
Dream Harvest — Brighton, England, United Kingdom

Technical Game Designer
Insomniac Games
Insomniac Games — Burbank, California, United States

Director, Art Management
Disbelief — Chicago, Illinois, United States

Senior Programmer, Chicago
Disbelief — Chicago, Illinois, United States

Junior Programmer, Chicago

Loading Comments

loader image