o Everything has its roots in the (game) design
――What lead you to designing games in the first place by the way?
That's a dfificult question. It's only for a few years now actually that I think of myself as a game designer.
――Really?
At the time of SotC I wondered whether it was okay to call myself a game designer. I started my career as a 3D animator.
But when I thought about wanting a character to move in a certain way, I needed a world in which this character existed first. I think that's the only way to go about it.
But doing game design only in regards to this (question of animation), I didn't think of me as a real game designer. I also wasn't sure whether it's generally a good thing to call yourself a game designer.
At "WARP" (a game development firm founded by Eno Kenji, works include: "D no shokutaku ["D"]" "Enemy Zero"), the firm I started my career at, I jumped right into making 3D CG Movies. From there I moved to SCE and was immediately involved in the direction of ICO.
That's why I have never experienced someone teaching me the basics of game development. And that is why my awareness of myself as a game designer is rather thin I guess.
――That said I think everybody thinks of you as a game designer and there is also you're great sense for details. I'd like to know more about you being especially peculiar about things.
Hmm, that's hard too
. In any case, the development of big game titles uses a lot of money and time. That's why I'm trying really hard to develop games that won't end without having attracted any attention by anyone.
――I see you surprisingly very much taking a business stance in this regard.
Since games must be successful commercially I always work on them thinking "I want people to be attracted" "Let's do something that attracts people". If your game hasn't got that something, it will be quietly released, quietly played and it ends the same way (without any fuss around it).
I try my best to avoid such a scenario. That's why I strongly look into making a game with a catch, with something that stands out and try to achieve this by managing the limited resources I have.
――Something that attracts people
what about "Toriko" in this regard?
Take for example a fantasy game, if you only put the common types of monsters in it, the chances are high that it will be dismissed as a generic fantasy title.
That's why you should challenge yourself to come up with something new that takes people by surprise. You have to make them feel that something's slightly off in the sense that they have to ask themselves "what is this?". That's the idea under which "Toriko" is developed, trying to attract people's interest.
――I see. This feeling of not being sure about whether Toriko is cute or frightening, brutal or gentle, a cat or a bird, it certainly gets you interested in the game.
This allusion to real cats and birds, its actually a way by which I try to attract people that have no interst in games whatsoever.
That said, since I think that people who originally like games wouldn't accept a character that is only cute or one that is only an eccentric design, I have the intention to include also elements that attract those people who like games.
――The scene in which the boy is saved by Toriko's long tail was certainly a design I felt extended a mere gameplay mechanic. But to think that you were working in great detail in order to get to that point.
I try to take everything into account (in order to catch players attention) not just the game itself, the title is equally important, the illustration for the game cover, well, all designs in general. In other words, I try to be aware of the necessities surrounding design and shape of the product, while developing the game.
――It's really just my imagination, but I always pictured you as a person who pretty much takes things right out of his head going "That's what I like. Look at what I've come up with!. But to think that you go that far in making sure that your games sell.
That said, the first person you want to get interested in the game is not someone unspecified but you yourself. Firstly you have to get yourself interested in your idea.
There were times when I was a student when I had lost my passion for games and other times when I was totally into them. So I try to remember both of my past selfs and think about what would have gotten their attention. That's how I go about this.
In this sense I can't really say that I don't operate as you said creating what I like myself.
――Still I think there's also the side to it that even if you only do things to please yourself, it's exactly because you don't compromise in regard to this pursuit that the quality of the product pleases that many users.
I hope that that's the case.
o On the cutting down on freedom in order to make SotC a moving experience
――Concerning your games, I think that their value lies in the fact that they offer an experience that can be appreciated only by playing them yourself. This may well be the foundation of video games in general.
I certainly try to express things that can only be expressed in video games. "Since we're making a game, let's make something that can't be done in novels or films" is what I'm thinking.
I want to create something that isn't thought of as "that might as well have been done in a film or novel", games where people get to experience that "something" that's only possible in games.
――What I personally enjoyed a lot in SotC was the "grip mechanic". What was in the beginning only an action-gage, important in the fights against the colossi, came to have another meaning when I arrived at the game's ending. In that moment I had tears in my eyes, I felt my spine trembling, I clearly realized that that was a feeling you can get only through playing games. I suppose you deliberately created this mechanic (in order to achieve this)?
To be honest, that wasn't the case. It's not like I had the ending of SotC in my head right from the beginning.
It was more like when I had finally made up my mind on how to handle the ending during development, I had the self-realization "so that was what the fighting of the colossi by clinging onto them and climbing them was all about, it was to set the table for being able to express this ending".
I was aware of the "clinging and climbing actions" having an effect of empathy and leading to a sense of reality, but even on me it had that effect that made me feel "okay, I went through all this trouble for the sake of this". To this day I'm still very pleased about this dynamic.
――I guess you could say that SotC is a proper example in regards to creating a feel of empathy that is gained by directly playing the game.
Personally I think that to a part I haven't reached the final answer yet with SotC. I understand video games primarily as "nonfiction" created through a "program.
In other words, the question is how far you can go inside the realm of what a program can make possible. In this regard SotC's ending hasn't reached that point yet.
――Could you elaborate on that?
If the video game in its truest/ most genuine form is the goal, there should have been the possibility of the ending being overturned and lead in another direction depending on the player's efforts.
Game stories are not (supposed to be) something prerecorded (predetermined), they are created by a program, they are in a way "nonfiction" formed through the player's actions.
――I think I understand what you mean on a theoretical level. Still, when I think about SotC having more than one ending or being able to overturn the original one
I don't know. I don't think it would still have the impact that it had on me.
Well, concerning people being touched when they see a film or a tv series, listen to music, or reading a story, I think those things being impossible to be changed is the very reason for them being moved by a certain work.
That might be especially easy to understand in regards to historical fiction or works of tragical nature. If you see something that can't be fought or changed in any way, that's where the feeling of being moved comes from.
This is a fundamental mechanism of story-telling. Video games differ from this. Since they are precisely not prerecorded, anything is allowed to happen. I think that games should fundamentally be like this.
――I see. But with SotC there is only one possible ending and this ending was predetermined by you.
Exactly. It would have been possible to change the ending to an interactive sequence but I didn't do it. One can say that I simply brought the moving qualities of prerecorded media into the world of games.
I think that what you could call "predetermined art" is just something that games can do too. And with games you have also the element of interaction by which you can raise the amount of empathy.
But for games there has to be a completely different possibility too. Maybe in the future someone will find a way to not use any techniques of the "prerecorded arts" but be able to bring games in their gameness to their full potential and achieve telling a story with even greater impact.
――What you mean is also different from getting several different endings ready depending on player's choice, am I right?
Yes. Since that would only be increasing the amount of different endings, though still prerecorded, and putting them together.
Films and novels start from the surprise felt towards the main or other characters: "why did they act the way they did" "why did they choose to do this or that". The people are primarily moved by the flow of the story, the things happening that can't be avoided.
People wouldn't be moved to the same degree, if what happens in the story could at every point be rewinded and avoided depending on their will.
――I see. So the more "gamey" a game is the further it drifts away from the systems that make people feel moved.
Seen from the viewpoint of traditional stroy-telling, yes. That's why I personally think that games aren't suited as medium for stories (in the traditional sense).
――This is indeed very interesting coming from someone whose games have a place in the hearts of players all around the world.