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

May 29, 2009 Article Start Previous Page 3 of 4 Next

CN: On that question... A game like LittleBigPlanet that allows people to actually contribute back to the game -- is that something that you find interesting?

KT: I find that somewhat interesting.

MK: Do you think that would be something you'd want to do in the future -- give people the opportunity to create things for other people within the spaces you create in games?

KT: User-created content is somewhat becoming almost a norm, so I do believe that's the direction that I would end up going.

CN: Do you think that there's a different approach that could be taken towards it that's maybe not so... People in LittleBigPlanet are creating levels; it's involved. People can't all contribute; it limits the audience to an extent. Do you think there's a better way for fans to collaborate?

KT: I do believe that contributing by creating levels is very challenging for many people, and I do believe, yes, that something that would be easier for people to collaborate and create fun together -- that's something that I definitely want. But a question to that question would be, how is that being accepted by the user community for LittleBigPlanet?

CN: I think it's being accepted quite well, in terms of a lot of people contributing.

MK: One of the things that I noticed about LittleBigPlanet is that most people want to remake other games' levels. Do you think that people within the games industry and also people that play games concentrate too much on games' histories rather than looking at films or art -- or parks, for example?

KT: I can't quite put the thought together, but the thing that I don't like about how those games are is that you provide an environment where the players can create their own content, but at the end what do you get?

You basically have people just copying what they saw on some other media, and that's something that you cannot really call creation. So that's what bothers me a bit.

CN: Something that I was curious about is that Noby Noby Boy seems to be very not a goal-oriented game; it's a playground kind of a game. It's a toy. But one thing I was wondering about is that then it has the trophies supported, which I think is almost sort of funny.

KT: (laughs) It's not something that I wanted to implement, but as you probably know it's a requirement set by Sony for all the titles released this year. It's there, but it wasn't really meant to be part of the design.

CN: But anytime you embark upon a creative endeavor, there are certain limitations or restrictions that you can't break out of. We want to draw on this paper; we can't draw on the carpet. Or we could, but that wouldn't be within the rules -- the same way that the trophies are the rules. Do you think that actually enhances or provides creative opportunity?

KT: Obviously there are, yes, restrictions in most creative processes, but at the same time, it's somewhat challenging maybe, but creating something that's fun within those limitations is also part of the creative process, and I enjoy that. [Takahashi draws the carpet's pattern on the paper.] This way, it'll be part of the carpet now. (laughs)

Takahashi flouts the rules by drawing the carpet's pattern onto the paper -- bringing the outside world into the medium.

Article Start Previous Page 3 of 4 Next

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