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    Where do babies come from? Interview

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    It was a breath of fresh air. Romantic and fun, Feel the Magic was the gaming equivalent of a Beach Boys album. Team Sonic has returned with a sequel called Where do babies come from?, which drops October 20th in Japan. Many ways similar to the prequel, but yet, Babies is different.

    Takumi Yoshinaga, the game's director used a camping metaphor to explain. "When you're having a cook out, and a vegetable falls in the fire. It's still delicious. This time, we've made a properly cooked meal, which is also delicious." I asked him if he means that the original one was "raw." He laughed, but agreed. Where do babies come from? has been planned and executed more carefully than the original.

    I met the game's director at the Tokyo Game Show. Before the interview, I had to submit my questions to Sega. I thought this was to make sure that I was not going to ask about certain topics. I was wrong. Yoshinaga-san had written out his answers beforehand. Not because he wanted to sound like a press release, but because he'd get nervous during the interview and forget very simple questions. Once we got going, he discarded his answers completely, and we were able to talk about his new game, female players and the moon.

    KOTAKU: How is Where do babies come from? different from Feel the Magic?

    YOSHINAGA: Feel the Magic begins where he falls in love. The sequel starts where love gets difficult.

    KOTAKU: Anything else?

    YOSHINAGA: Well, in Feel the Magic, the game play was just for one person. Now, with added wireless for up to four players, the way of playing is totally different. The biggest difference is that now everyone can play together.

    KOTAKU: Why did you decide to make the game so more people could play?

    YOSHINAGA: For the DS, it's more fun to play it with other people than just by yourself. So, I thought that doing so would be a good fit. Also, the DS is the type of device you want to touch. (He touches the DS.) It's easy for everyone to play with it. (He turns it on.) If you play like this with a partner, it becomes a communication tool. (He angles the DS sideways so we both can play a game together on the same handheld.)

    KOTAKU: That seems to be the big theme for Nintendo.

    YOSHINAGA: Yeah, it does. Playing this game can help bring people closer.
    (Turns off the DS.)

    KOTAKU: What inspired the original game?

    YOSHINAGA: The fact that the DS really inspires people to pick it up, to touch it. Nintendo told me they were going to make this kind of device. So I decided to make the game. Also, the idea of "love" and "rub." The Japanese say "rabu" for "love." So, I thought it would be fun to make a game you could have characters touch and get closer. That's where it game came from.

    KOTAKU: What about the sequel?

    YOSHINAGA: For the first one, it was all about having the characters fall in love. This one has the added element of bringing people closer as they play together. Everyone can have fun. Everyone can play.

    KOTAKU: The original game has a summery feel. While this game has a wintry feel. Why?

    YOSHINAGA: Love starts in summer. In winter, it always gets difficult.

    KOTAKU: Let's talk about your background. What games were you into when you were younger?

    YOSHINAGA: Megaman. It's great. Capcom's action games are always really good.

    KOTAKU: Why did you like it?

    YOSHINAGA: It's a little difficult, but... Why? It's well made. It's sligthly tougher than a Nintendo game. Nintendo games were designed for the family. Capcom's action games were made for everybody of course, but really gamers. The design was beautiful as well. I even entered a Megaman contest.

    KOTAKU: A contest?

    YOSHINAGA: You had to design a character for the game. I came in second place and my name was listed in the end credits.

    KOTAKU: Really? How old were you?

    YOSHINAGA: How old was I? Uh, I forgot. Maybe 20.

    KOTAKU: What inspires you and your games?

    YOSHINAGA: Hmm. There's not really any music I like. I'm not exposed to all that much or really don't listen to different kinds that often. I read books. I dunno. I like to think. Of course, there are things I see, but these things everyone sees. But, I think it's better to look where no one else is looking.

    KOTAKU: From Feel the Magic, I get the feeling that you are a very romantic person.

    YOSHINAGA: Personally, maybe. But, while making the game, I'm more of a realist. I have to be during the process. In my everyday life, perhaps. In my apartment, I like to watch the moon at night.

    KOTAKU: Why do you like watching the moon?

    YOSHINAGA: If you look at the sun, you'll hurt your eyes. But, that's not true when you look at the moon.

    KOTAKU: Would you say this new game is romantic, sensual or sexual?

    YOSHINAGA: We talked about that while we were making it. It's not hardcore that's for sure. If women play, that's okay. No problem. It's not an adult game. Our approach is different from that.

    KOTAKU: Why do you think there are so few female game designers?

    YOSHINAGA: Not many females actually feel like buying games. But, if a male friend is playing, they might join in. But, on their own, they don't feel like buying it or playing it. So, it's a problem of interest. And if they're not interested, how can they feel like designing games? But, for this game there were female designers on the team.

    KOTAKU: On the first game, weren't have the designers female?

    YOSHINAGA: This time too. Also, there were alot of female programmers. Some of the mini games were created solely by female programmers, designers and artists.

    KOTAKU: How did the men and women designers and programmers interact?

    YOSHINAGA: Things that make female gamers happy are different from male gamers. Things that interest male gamers are going to adult-oriented. Everybody, designers, programmers and artists thought about what kind of game they wanted to play. Then we would meet. If the men presented their idea, the women might say that was a little... and vice versa.

    KOTAKU: What are you most proud of?

    YOSHINAGA: (He pulls out his DS.) I'll show you.
    (The game starts up.) Here's a game.
    For this game, I'll tell you. You want her to smell roses. It's aromatherapy.
    (I'm moving the flower in the wrong place.)
    Right here, here.
    (Finally, I move the rose right under her nose, and the girl reacts with delight.)
    This is the game I wanted to make.

    KOTAKU: Why?

    YOSHINAGA: Because of the way you hold the DS.
    (He turns it sideways.)
    Also, it really takes advantage of the DS hardware.
    This is another game I like.
    (He switches the game.)
    It's a flirting game. You point at her head.
    Touch her head. Twice.
    (I do. She swats me playfully)
    This helps their relationship.
    Touch her nose.
    (I do, and she gets angry.)
    Touch her breasts.
    (I do, and she gets pissed.)

    KOTAKU: This game's really great. Do you think you want to make a sequel to this?

    YOSHINAGA: I don't want to do something in the same genre. But, I'd like to put the design and the style in a RPG action game.

    KOTAKU: How would you do a RPG action game?

    YOSHINAGA: Let' say, for an adventure game, you'd have to go talk to like, a bunch of women in order to figure out what to do next. It would be like an adventure game. That's how I would do it.


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