Noby Noby Boy may be a little bit âcrazy,â but its creator says heâs very normal. âI donât use drugs at all. I donât drink,â game creator Keita Takahashi contends. âPlease, donât worry about me.â
The man behind Noby Noby Boy and Katamari Damacy delivered one of GDCâs most fascinating sessions this week, full of behind-the-scenes insights into the creation of the PlayStation Network game and off-message rants.
Letâs take a look at some of the most enjoyable quotes that will likely have Takahashi meeting with his more buttoned down superiors at Namco Bandai when he returns to Japan.
On his early concepts for Noby Noby Boy: âI showed one programmer [my drawings], and he said âYes, Iâve been thinking about these kinds of things as well.â He showed his wife, and she said âYou should work on this as though your life depended on it.â We have a collection of crazy people working on it.â
On Noby Noby Boyâs design: âI wanted to show an ironic point of view about our consumption-based society. But I wanted to make more objects. If [the game] were empty, I would feel empty or lonely. When I made Katamari Damacy and objects were rolled up into a ball, they were gone. I felt empty. I feel this way about our disposable society.â
On disappointment with games having rules: âKatamari Damacy had rules, meaning you wanted to have a huge katamari. So there was a size goal and a time limitation as well. I didnât want that. The stages increased in size [as the game went on], something I didnât like.â
On unforeseen Noby Noby Boy development: âI wanted to create a game where even the developers couldnât see what was coming. Of course I wasnât thinking about debugging at this point. The people who did the debugging asked me what was a bug. I couldnât answer that.â
On players on a train: âIn Japan, everyone on the train is playing a Nintendo DS or PSP. Theyâre always looking down at their consoles, bleeping and blooping. Of course, thatâs good for the people who make games, because we make money from it. But is this how we want people to look?â
On users versus players: âHiyao Miyazaki, the film director, says that children today are not playing, theyâre consumers. I think thatâs true. In Japan, people who play games are called âusers.â I think games should be played. Perhaps itâs minute, but that bothered me. We just throw around the term users and that bothers me.â
On workplace violence: âPeople who come to the company call them users and I that makes me so mad I want to bonk them! Sometimes I think they should die.â
On sales: âMaybe I should make sure that Noby Noby Boy should only be available on PlayStation 3 and only available by download. That way, maybe it wonât sell that much. Itâs only been available for a month or so, but I was right! Itâs not selling that much. Thatâs probably not a good thing.â
On Noby Noby Boyâs homegrown physics engine: âI was going to use Havok physics, but I if you use it, you have to show their logo. I didnât want to do that. I thought it would be awful to have to put a logo on the game every time. We used physics from SCE instead. But I still had to put the Namco Bandai logo [on it].â
On the gameâs long development cycle: âPeople higher up were really mad at me. Some of them really glared at me if they saw me in the hall.â
On goals in Noby Noby Boy: âDespite the fact that I said there are problems with having definite goals, Noby Noby Boy has a definite goal as well. That goal is to take this character, this space Girl, this huge character and make her longer by communicating to her the size of the Boy. The goal is to connect the solar system. Why did I create a goal like this? Because itâs such a huge goal, I thought it might be hard to reach.â