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bron artikelRoling the Dice - The Risks and Rewards of Developing Katamari Damacy
Katamari Damacy creator's one-hour speech video

Keita Takahashi, the creator of the mind-bendingly weird and most excellent game Katamari Damacy, gave an hour-long talk about the lessons learned from Developing Katamari Damacy. Takahashi was a new Namco designer who did the game because he was bored with the other Namco projects on offer.

There's a lot not to like about this video: nothing much interesting is said for the first 15 or 17 minutes. The speech is in Japanese and haltingly dubbed into English. The video is packaged in a Flash player (ugh), and to watch it, you have to register and then click a link where you waive your privacy rights and agree to have your registration info turned over to the video's sponsor.

Nevertheless, once Takahashi gets rolling (heh), he is downright fascinating. Here's a guy whose first game was an instant classic, and for all that, totally different from anything else in the market. It's worth putting up with a lot of BS to hear what he has to say.

Gepubliceerd bij BoingBoing door Cory Doctorow

2005-05-11, door
Inne ten Have

Grandma game concept 
Van de maker van Katamri Damacy, Keita Takahashi:

...Finally Katamari Damacy designer Keita Takahashi took the podium. He introduced his presentation, "I thought really hard about this one, I haven't thought this hard since I was coming up with the idea for Katamari Damacy. I decided that I wanted to get old ladies playing games and bring a little of the sunshine that they end up losing when they stay indoors all the time back into their lives." The focus of his talk began with the controller, he explained that current hardware designs are inorganic and difficult to understand. He introduced the design of his new controller specifically tailored for the Granny, and a picture of a cat appeared on the screen to great amusement. He explained, "the shape of the cat and the heat waves that it gives out really gets the old ladies going as they get quite cold. They like the cat shape. The cat is designed to be rested on the old ladies knees." The cat controller was met with rapture from the audience as Takahashi went on to explain the gameplay concept.

The game would begin with the family suggesting to Granny that she wear the cat because, for example, her knees looked cold. Embedded in the cat is the capability for it to communicate wirelessly with other cat controllers (on other Grannies' knees) in the neighborhood. When the cat connects to another one, "..the onboard a.i. kicks in." This causes the cat to speak, paraphrased as "meow, meow, grandma, meow". Takahashi explains that the family are required to participate in the game by pretending that they haven't heard anything, because of this – Grandma begins to build the perception that she is able to communicate directly with the cat.

As the dialogue with the cat develops, it suggests that Granny make some soup – but faster than the other granny down the street who has also received the instruction. A competitive element emerges and gradually the cat suggests more and more group activities that Grandma might engage in, culminating in trips to the park. "..So they all go outside and eventually they meet other old ladies with cats and they all become friends. So it's a game that involves the participation and love of the entire family." Takahashi ended the presentation by commenting on the possible production path of the cat, "Namco and Bandai are merging so when I get home I will submit my proposal."

Gevonden via BoingBoing op Gamasutra.
2005-09-02, door Inne ten Have

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