What to Make of Keita Takahashi? 15
Edge Online has a piece looking at the rise of Keita Takahashi, the creator of Katamari Damacy. From the article: "But just how do you accelerate from unknown newcomer, through cult hero, to toast of the establishment in the time it takes most developers to produce a single game? Back in 2003 Katamari Damacy was unknown, a demo disc given away at the Tokyo Game Show which was dismissed by many as a one-note wonder - a novelty game which no one would play for more than ten minutes. Then, some neat timing: just a fortnight after the game's release in Japan, and the early flurry of word-of-mouth from those whose interest had been piqued at TGS, Takahashi presented the game at GDC's experimental game workshop."
Re:I don't think it matters-Footsteps. (Score:3, Funny)
Therefore, in order for us to make cool, unique videogames, we need to copy absolutely everything about his game, except for a enough small parts to let us say, "hey, here's a *new* game." The job of videogame makers is to find out what is the smallest quantum of change needed to constitute a new game. For example, in Madden 2006, you'll notice the box has a "6" on the front, where Madden 2005 had a "5." This constitutes one quantum of change.
Duh.
We only have one thing to say (Score:4, Funny)