59
I ERVIEW
A
Q
0
THE OPM I E
OPM: Wattam is your first game on this
generation of home consoles. Do you
feel like there’s more freedom to
explore ideas as technology becomes
more powerful?
KT: Of course more high spec machines
would be good for me. Even Wattam,
which looks so simple and cute graphics,
but our engineers worked so hard to
optimise it to keep 30fps. I know our
optimisations were not enough to keep it
30fps at all situations, unfortunately.
It’s a kinda complicated system more^
than you and also we expected. So I
would say I’m happy about more
powerful and efficient technology, and
we will be able to get stable and decent^
performance without extra works.
But also I know there are other things
on the Earth which [are] called novels and
manga. I know they can surprise or
touching us so many times. And
surprisingly they are made by just
letters and drawings, but no particle^
effects, no sound effects, and no
interaction. That’s just stories and
pictures, which doesn’t require any
futuristic technologies...
Your question is “Do you feel like
there’s more freedom to explore ideas as
the technology becomes more powerful?”
My answer is maybe or maybe not, it
depends on the game.
The works
The games in
Keita Takahashi’s
catalogue that you
should know
Katamari
Damacy
(2004) Director
Along with its 2005
sequel, We Love
Katamari, this was
all about the Prince’s
quest to repopulate
space with stars on behalf of his quirky
father, the King Of All Cosmos. You did
this by rolling balls all over Japan,
accumulating larger and larger items,
until you go from forming a tiny one in
a kitchen to rolling up entire houses.
Wattam
(2019) Designer
In Wattam you
play as the Mayor
of nowhere, who
gradually welcomes
more and more
friends – all of them anthropomorphised
everyday objects – to the seasonally
themed islands. Some of them speak
different languages, but they connect
through their actions, such as blowing
themselves up with the Kaboom bomb
the Mayor keeps under his bowler hat
(which is all harmless fun).
Noby Noby Boy
(2009) Director,
designer
Where Katamari was
all about getting
bigger, Noby Noby
Boy was all about
getting longer. The playable Boy could
stretch his body to fantastic lengths,
with the goal being to stretch as much
as possible. It was a play on the
Japanese word ‘nobi’ meaning ‘stretch’
and ‘nobinobi’ meaning ‘carefree’ – as
you do plenty of both.