At the game developer conference in San Francisco earlier this month, I had the opportunity to sit down with Keita Takahashi, the creator of the iconic Katamari Damacy, Wattam and many other silly and wholesome games. He participated in the event, showing the upcoming competition, a young teenager who was stuck in a position, in other words, their elbows and shoulders could not bend.
As I discovered while playing part of the game at the preview conference, Takahashi’s narrative is much stronger than his previous works, and it’s through when you control your child and experience life in this situation. After the demo, I talked to Takahashi about his inspiration when developing the game, why he likes thinking out of the box, and the personal experience he draws for his upcoming titles, especially the adolescence he bullied.
Takahashi to AT plans to release the Xbox series X/S, PS5 and PC on May 28. For clarity, this interview has been briefly edited.
Q: What is the inspiration behind the game’s signature concept, he has been in posture all the time.
Takahashi: This is not inspiration, but I have an idea. I just wanted to make a simpler game. Then, after I finished Wattam, the next idea was to try to control the protagonist’s arms – grab, punch or throw something, just a very simple game-like style.
But I think, this is stupid. This is not interesting to me. This is a boring game. But at some point, I just thought, what if the player doesn’t enter anything? That would be fun. Then, I got more inspiration from that time.
What makes Keita Takahashi game keita takahasi game?
Takahashi: This is an unexpected question. Maybe every game, I’m trying new things. It’s very narrative, it’s very new. But I know narrative games aren’t new to others, so I say it’s not that unique.
Keita Takahashi t-positing for me.
Why is music such an important part of many games?
Takahashi: Yes, I mean, because of course the music is very special to me. So, I am currently a game designer. I need to [use a] PC or console, I need power. Also, I need a monitor. I need a roof. I need a sofa for someone to play my game, which makes them happy or enjoy [it]. But music, we don’t need such exquisite equipment. If you are a singer, then you can sing. Then, if you have a guitar, sing, play music, which makes people happy and [feel] OK
I always want that ability. I’m a little shy; I don’t. This skill always makes me think, oh, the music is amazing. I want elements in the game [which] It will be very helpful for people to get further into my game.
Have you ever thought about playing rhythm games?
Takahashi: Not yet, but maybe.
Crankin’s time travel adventure.
You’ve already worked on some unique platforms like Playdate, and Crankin’s Time Travel Adventure. Can you talk about this, and where you want to try or elsewhere?
Takahashi: Oh, are you playing my game from Playdate?
Yes.
Takahashi: Oh, really. Are you done?
I don’t think I’m done.
Takahashi: (laughs) I don’t think anyone finished the game.
Yes, I know people complain about it being too difficult. Yes, I like play dates because, input is unique. I don’t think it’s super unique because we, maybe the Playstation 2 era [a] Controllers you can twist in the middle. Also, the PC mouse is the same input. I like the concept of the device, and what makes it unique is that it’s super limited: just white and black screens, the CPU is super weak.
This gives me the limitations of design consideration [Crankin’s Time Travel Adventure]this is a very good thing, like a fun challenge. If the console is super powerful, then I can do anything. This means that development will take longer, for example two to three times, which is not great. I hope the console won’t improve, [and that we] Keep the PlayStation 2-era style.
For your fans of previous games, what can they expect?
Takahashi: I know for some people, my game looks super, or is also unique. Then they tried to avoid my game because it looked so unique. I just want people to try this game because it’s not that unique.
Giraffe from T to T.
[My CNET colleague Faith Chihil asked the following question] For t, the topic is about belonging and loneliness – are those that taken from previous experiences?
Takahashi: Yes, of course. Japan is the kind of country that brings a lot of trouble to young people. I’m not sure why I’m bullied. Maybe I’m a little fat, but nothing is: I’m very big. This is a very difficult time. Of course, I don’t want to go to school like a teenager. But for some reason I could survive that tough time and I think I learned some lessons from that bad experience. The class I got kept me in and was nice to people.
I think I’m thinking, the game I want to invest in is – of course it’s rough and still not clear. Also, I hope you play the whole game [to understand] – We should focus on the younger generation. We don’t care much about young people now. Also suitable for next-generation game developers. Now our adults – I’m very tall. I’ve been thinking about myself, like what I should do, what I should do, what I want to do. I didn’t think about the next generation.
When someone says, “I don’t want to have a baby because the environment is so risky for babies,” I’m shocked. When I hear this, I realize I’m not doing anything for the planet. I will try to reduce garbage or less electricity or not drive a lot. But that girl was like, punching me. I think I have to do something for the younger generation to be the voice. This is part of this game, and it’s the theme of this game.