As much as I think he should stick to the industry and just use his creativity to make cheapo XBL/WiiWare/PSN (where politics are fewer and money goes far) I think if he won't just grow the fuck up and stop whining, he really should leave.
The greatest developers seized opportunities like this and made better games. All Takahashi is doing is goofing off and making playgrounds. #keitatakahashi
@DaveKap:
And I'd argue that there's nothing wrong with him deciding to make playgrounds; I certainly wouldn't belittle it, anyway. If he's honestly no longer interested in making games, I'd rather he go on and do something he's more motivated to work on rather than just churn out more titles without the passion to back them up.
That said, I do hope he reconsiders, as I think we need more bizarrely creative people like him in the industry. If it's his decision to leave, though, I'll respect that. #keitatakahashi
How many times are we going to hear this about Keita? It's like calling your ex-girlfriend just to remind her that you're over her. Me thinks thou dost protest too much and all that rot.
And while I respect his idioscyncracy, I'm not going to lose too much sleep over whether or not he makes anymore games. He's not beholden to the industry and innovative gameplay will not forever elude us. #keitatakahashi
I think he's wrong. The gaming environment now offers more option and more freedom to do the things you want to do than ever before. Aside from the incredible increase in technology and the variety of that technology in the hands of very capable studios (Uncharted 2) you also have multiple venues to sell your game whether it be on disc ($70 retail) or as smaller games on PSN, XBLA, Wiiware, Steam (Braid) as well as four distinct platforms each with yet to be fully realized potential. If creativity is lacking, it isn't because of the technology or the market, it's the developers.
@NeVeRMoRe666: Interestingly, he cites his frustrations with the market as evidence to his claim.
"I just can’t perceive where the fun is in recent hit video games. I see nothing in them that resonates with me and, their success leaves me feeling confused. The things I find interesting and enjoyable just aren’t reflected in the popular games of today and, I feel like there’s not much room for my voice because of that."
He does previously state, though, that his "ideal would be to be a freelancer, working with different creatives in a far more loose structure."
I wonder if the lack of success with Noby Noby Boy had anything to do with it. While he was granted the freedom to create a virtual playground that was released at a minuscule cost, relatively few flocked to his sandbox. #keitatakahashi
@GohanGVO: What I think I should have said was the developer and his studio. I just find it hard to believe that Takahashi is feeling market pressure when Jonathan Blow was able to finance his own game and bring it to enormous success using a novel concept, a nontraditional storyline , as well as being a completely new IP. That and the fact that he was, at the time, a largely unknown developer says a lot about what could be done in this time and age. The same argument could be applied to Twisted Pixal and Behemoth (a studio with two guys and a secretary). The two studios wouldn't have even existed last gen.
I guess, as you pointed out, there is a difference between "market pressure" and "market pressure"- creating advant-garde games that don't sell. But on the other hand, there's another thing to be said for creating a game that no one wants to play.
Don't get me wrong, I love Katamari and Noby Noby Boy. I think the man is a genius, but on the other hand, you assume those risk when you want to go so far off the mainstream. And plus, he hasn't put anything out in ages. Those are the only two I can think of off the top of my head. #keitatakahashi
I see him more as an artist who just happened to get recognized in the gaming industry. I don't think he has the passion to work on videogames, as its a very demanding medium.
However, for someone who seems to want so badly to make something fun, he sure didn't try many new things. (1 actual game, tons of remakes and 1 experimental "toy" application).
I think maybe licensing something like Katamari milked him of his interest for the industry as a whole. #keitatakahashi
Just when I thought I was out. They drag me in for one last job...
I thought I was through. No longer would I have to deal with things stretching or rolling or growing bigger. I was free to design playgrounds. Tangible things. Solid things. Things that made sense.
But I guess that wasn't to be. Here's hoping this is one trip I come back from... #keitatakahashi
Keita Takahashi is apparently obsessed with things that grow to enormous sizes. He needs a good therapist - or an analyst - or perhaps some ungodly combination of the two #katamaridamacy
You know, the concept for Katamari Damacy was great. Noby Noby Boy was an interesting idea. But a FPS where the character grows bigger? I'm starting to think Takahashi is something of a one-trick pony. From here on out, it might be best to make him part of a team instead of giving him the reins. #katamaridamacy
@Does Not Equal:
It's not a lack of creativity. This is his trademark! He's bringing the best and most important factors of gaming to us in this dark era of flaunting graphics and violent realism!
As long as Takahashi is king of his own imagination's product, I will remain on this silly human planet. #katamaridamacy
@NekoCake: I disagree with your assessment. If he'd made other games without the underlying concept of "absorb and grow," I might have chalked it up as a favored quirk. Instead, it seems to be the only hook he has for games. What's next, real-time strategy where your units absorb their enemies and grow larger? A platformer that has you jump on enemies' heads so you can grow taller? A racing game where passing other racers enlarges your vehicle?
There's a point at which innovation stops being innovation. In this case, it's not other companies copying off a brilliant idea -- which, if I were the stereotypical publishing leader you're trying to make me out to be, I would wholeheartedly endorse -- but the same designer copying his own idea. After a while, it loses its charm.
@Pash: I like Takahashi. I think he came up with a brilliant idea to make a game that no one had ever conceived of, and it's spawned a successful line and made his name in the industry. I just feel like he's going to the same well too often. #katamaridamacy
Katamari was a great idea because it was a totally new and fresh concept.
During a talk at GDC 2006, Takahashi told us of a racing game idea that was also a fresh and new concept: a race through the city that, once it's completed, leaves the city in ruins because even the slightest tap against a building would send it crashing into the ground. This further established him in my mind as having an endless bucket of awesome ideas.
Noby Noby Boy tried to revisit the "eat and grow" mechanic, but it felt forced and unnecessary for the most part. The snake-like gameplay was interesting, but needed a more solid wrapper. Oh well, we often fail when we try too hard to imitate our past successes...
So now here we are with ANOTHER concept about a character that consumes and grows in order to consume larger objects. Forced into a popular genre, and one that is not very good at showing scale differences when the enemy is smaller than the player. Another weak-sounding attempt to imitate his past success.
I know he has great ideas in him that doesn't involve forcing a grow mechanic into an established genre. He's a visionary who is only limited by his obsession with things that grow.
I hope that before he starts his next game (if he hasn't already) that he takes some time to step back and look at other possibilities for fun that don't involve consuming/growing. Let that mechanic rest for a game or two: otherwise he'll get the reputation of being a one-trick pony that can never top his original effort.
11/05/09
The greatest developers seized opportunities like this and made better games. All Takahashi is doing is goofing off and making playgrounds. #keitatakahashi
11/05/09
And I'd argue that there's nothing wrong with him deciding to make playgrounds; I certainly wouldn't belittle it, anyway. If he's honestly no longer interested in making games, I'd rather he go on and do something he's more motivated to work on rather than just churn out more titles without the passion to back them up.
That said, I do hope he reconsiders, as I think we need more bizarrely creative people like him in the industry. If it's his decision to leave, though, I'll respect that. #keitatakahashi
11/05/09
And while I respect his idioscyncracy, I'm not going to lose too much sleep over whether or not he makes anymore games. He's not beholden to the industry and innovative gameplay will not forever elude us. #keitatakahashi
11/05/09
God forbid the day that all people working on the gaming industry is fit for it. #keitatakahashi
11/05/09
11/05/09
"I just can’t perceive where the fun is in recent hit video games. I see nothing in them that resonates with me and, their success leaves me feeling confused. The things I find interesting and enjoyable just aren’t reflected in the popular games of today and, I feel like there’s not much room for my voice because of that."
He does previously state, though, that his "ideal would be to be a freelancer, working with different creatives in a far more loose structure."
I wonder if the lack of success with Noby Noby Boy had anything to do with it. While he was granted the freedom to create a virtual playground that was released at a minuscule cost, relatively few flocked to his sandbox. #keitatakahashi
11/05/09
I guess, as you pointed out, there is a difference between "market pressure" and "market pressure"- creating advant-garde games that don't sell. But on the other hand, there's another thing to be said for creating a game that no one wants to play.
Don't get me wrong, I love Katamari and Noby Noby Boy. I think the man is a genius, but on the other hand, you assume those risk when you want to go so far off the mainstream. And plus, he hasn't put anything out in ages. Those are the only two I can think of off the top of my head. #keitatakahashi
11/05/09
In honor of Takahashi I submit this image of him I conjured up back in March. #keitatakahashi
11/05/09
11/05/09
However, for someone who seems to want so badly to make something fun, he sure didn't try many new things. (1 actual game, tons of remakes and 1 experimental "toy" application).
I think maybe licensing something like Katamari milked him of his interest for the industry as a whole. #keitatakahashi
11/05/09
11/05/09
annyong #keitatakahashi
11/05/09
11/05/09
11/05/09
11/05/09
I thought I was through. No longer would I have to deal with things stretching or rolling or growing bigger. I was free to design playgrounds. Tangible things. Solid things. Things that made sense.
But I guess that wasn't to be. Here's hoping this is one trip I come back from... #keitatakahashi
11/05/09
11/05/09
11/05/09
10/30/09
10/30/09
@jupstin: I believe you're talking about an Analrapist. In which case, may I refer you to Dr. Tobias Funke. #katamaridamacy
10/30/09
11/03/09
10/30/09
10/30/09
Likewise. #katamaridamacy
10/30/09
10/31/09
It's not a lack of creativity. This is his trademark! He's bringing the best and most important factors of gaming to us in this dark era of flaunting graphics and violent realism!
As long as Takahashi is king of his own imagination's product, I will remain on this silly human planet. #katamaridamacy
11/05/09
There's a point at which innovation stops being innovation. In this case, it's not other companies copying off a brilliant idea -- which, if I were the stereotypical publishing leader you're trying to make me out to be, I would wholeheartedly endorse -- but the same designer copying his own idea. After a while, it loses its charm.
@WhiteMage says fix the comments grr: Your summary of my comment is entirely incorrect, but points for effort! Better luck next time.
@Pash: I like Takahashi. I think he came up with a brilliant idea to make a game that no one had ever conceived of, and it's spawned a successful line and made his name in the industry. I just feel like he's going to the same well too often. #katamaridamacy
10/30/09
During a talk at GDC 2006, Takahashi told us of a racing game idea that was also a fresh and new concept: a race through the city that, once it's completed, leaves the city in ruins because even the slightest tap against a building would send it crashing into the ground. This further established him in my mind as having an endless bucket of awesome ideas.
Noby Noby Boy tried to revisit the "eat and grow" mechanic, but it felt forced and unnecessary for the most part. The snake-like gameplay was interesting, but needed a more solid wrapper. Oh well, we often fail when we try too hard to imitate our past successes...
So now here we are with ANOTHER concept about a character that consumes and grows in order to consume larger objects. Forced into a popular genre, and one that is not very good at showing scale differences when the enemy is smaller than the player. Another weak-sounding attempt to imitate his past success.
I know he has great ideas in him that doesn't involve forcing a grow mechanic into an established genre. He's a visionary who is only limited by his obsession with things that grow.
I hope that before he starts his next game (if he hasn't already) that he takes some time to step back and look at other possibilities for fun that don't involve consuming/growing. Let that mechanic rest for a game or two: otherwise he'll get the reputation of being a one-trick pony that can never top his original effort.
10/30/09
I'm imagining different sized multiplayer. SotC climbing on other players? #katamaridamacy