He created the Katamari games, but they’re rolling on without him
nytimes.com
nytimes.com
I cannot imagine how crushing that must've been as a creator, though thankfully his game did achieve quite the cult following (and even an eventual Unity re-release on Steam and other platforms)
Namco at the time was so surprised by the success of it they immediately requested more Katamari to which he largely declined. Though the later games are still pretty enjoyable
Somehow I feel like the aesthetics of Satoshi Kon were of the same time and same sensibility. I would also add Studio 4°C to it. Masaaki Yuasa’s Mind Game. Genius Party. In my mind all these Japan things from that era blend together.
Kingdom Hearts was also of the same era, and also promoted the same way, but I never played that.
In the unending wash of remakes and unnecessary decade+-later sequels today I sometimes wonder if original creators were facing some monetary hardship and gave in.
I remember buying Katamari Damacy and Gradius V on the same launch day for C$20 each. Incredible value for two insanely great games. Just wild in retrospect.
I guess everyone could ask for a "if an idea of mine hits $10M of sales get 0.5%" clause in their contracts with a low risk to the employer, but then it's virtually guaranteed that he was one of dozens whose ideas went into this, 20x0.5% is a lot.
Of course, recognizing unexpected success just is what profit sharing is designed to do.
But that's just "there's money; I should have some", which is understandable, but doesn't have a good enough grounding in reality. More fundamentally: there is a market for talent. If no other artists are willing to work without this benefit then one of two things will happen. Either this benefit will be added to artists' contracts, or the projects won't happen in the first place because they will never make enough money to be worth the investment.
https://en.wikipedia.org/wiki/Namco#Financial_decline_and_re...
https://www.youtube.com/watch?v=St5v2uI-Nis
I highly recommend it, it's a fantastic post mortem (they shipped the original game, from prototype to 1.0, in just 6 weeks!)
Similarly, he was just an employee at the game studio, and never made significant money from it (which he mentions led to confusion when seeking funding as he started his own company later - people kept asking "why don't you just use your Fruit Ninja money?").
Big fan of Keita, played all of his games (including the weird ps3/iphone nobynobyboy/girl), had the pleasure of meeting him in SF when he was working on Wattam, writing this from a laptop with a katamari sticker on it. One of my favorite designers.
Chopping things up specifically where the chopping instrument hit an entity was one of those features that felt unlikely until the distant future, especially for 3D. Kind of like full building destruction until games like Red Faction and Battlefield came along. Then when it did show up (Metal Gear Rising was where I first saw it) I really didn't want it, at least not for people. It was too much for me to watch people get diced up specifically where you diced them.
Now for a game like Viewfinder, holy smokes, what a fantastic era of gaming we live in that we can bisect objects in real time so seamlessly.
Lonely Rolling Star https://m.youtube.com/watch?v=7_QydNXI_ok
The Moon & The Prince https://youtu.be/pUJeiEva0Hw
soundtrack is oddly not on Spotify.
You really can’t go with a bad recommendation (OP’s is excellent) but my one (at least today) would be: Katamari On The Funk https://youtu.be/9EQnzIT5STM?si=Okj0Wub6JVUNafWi
I think I had only really seen video games presented in one or two ways, and something so colourful and left-field really shook my expectations open.
I honestly thought it was Katamari music when I heard it.
I do believe that Katamari may have changed the American music scene.
https://www.google.com/search?q=We+Love+Katamari
Click the bouncing ball to get started.
But I actually did fairly well. I know excellent devs that were making <$50k/year leading teams delivering hundreds of millions in revenue annually, and they maybe got another 10 days of vacation.
However, let's say that you come up with a game idea, design the game all they way until it ships and then it does gangbusters well, making the company millions and millions. Getting some serious appreciation doesn't seem far fetched in that case, like CliffyB and such got, to give an example. But if not that, at least some generous bonuses and promotions would be expected in an Euro-American company.
Apparently not for these 2 guys. That's what I was referring to.
In the games industry, that would probably only happen in you developed the entire game yourself and only needed a publisher. If you need to take payment in advance for development, you would also most likely lose the IP.
Both Takahashi and Iwatani were Namco employees, so they wouldn't get to keep any IP they developed within the company. But that doesn't stop the said company from giving them bonuses and promotions. Doesn't seem to have happened in their case.
Well yes, because it was porn.
fate stay night is a 90 hour visual novel with a few short sex scenes that are effectively bolted on after the fact and are even cut out entirely of most releases of the game at this point.
I remember just fine when the translations for Tsukihime and FSN were released. I remember fine when Fate/Hollow Ataraxia was released. Nobody was deluding themselves
Everyone knew just fine this was porn with pretty decent story attached to it. Rance and MGQ had good enough gameplay attached to it, but everyone knows its for porn.
I remember when Mahoutsukai no Yoru was released and everyone begging to figure out where the porn was. Last time i checked, a TL still hasn't been released a decade later, no porn as a reward.
Yes, the game has been edited to be family friendly and vanilla at this point, but it doesn't change the fact that it was originally released as hentai, Nasu's ability to compare genitals to oysters be damned.
One out of Clannad and Kanon has sex scenes in and the other doesn't. I can't even remember which is which, and it doesn't matter.
Sex sells, and is an important part of boosting attention to a product. Yet the game and series makers spend 99% of their time on the rest. Games with sex and tv series with boobs abound, the reason Fate SN or GoT succeeded isn't "because porn", even if it was part of the original recipe.
I guess if you're super-easily stimulated then you can look at any kind of serious video game with erotic elements as porn, instead of just as a sexy story/game. But if I want porn, I want porn. The moral element is unhelpful.
I liked it better when Fate was porn and not Gacha. Not because of the porn, but because it was better as a setting.
Type-Moon's (and specifically Nasu Kinoko's) writing is satisfying to read, and his prowess as a storyteller is the only reason why FGO has become the long-running smash success it is today.
Many other FGO ripoffs came and immediately died, including even one by the developers of FGO themselves (FGO development at the time was outsourced to DelightWorks by Type-Moon, Type-Moon just does the writing and supervision) because FGO's gameplay is straight concentrated dogshit.
The final level of WLK is very memorable, if only because there was a party around the time, we happened to be playing it as guests arrived, and it didn't get switched off all night as couples and ad-hoc pairings had a go at making the biggest ever Katamari. For such a simple concept, it had almost universal appeal.
His next project, Noby Noby Boy, was just too weird and there was not enough game there IMHO.
"But Takahashi ended his involvement with the franchise and its publisher, Bandai Namco, long ago. He continues to live in the shadow of the katamari, experiencing the strange conditions of an industry where artistic creations become valuable intellectual property for companies. He says he does not receive any royalties from the sales of Katamari games."
He was a full-time employee of Namco at the according to another part of the article. Do game producers get royalties for IP they come up with in a large company? I'm guessing no.Should they though? We treat the games industry just like any other software, but really games as a business are a lot more like Hollywood movies. They have a release date, a hype cycle, a launch, and they either flop or succeed. It's not like a SAAS that chugs along generating value for years. Why shouldb't the creators receive royalties just like a film writer?
there are probably a few people who are somewhat directly responsible for the success, graphic designers, directors, writers, lead actors, but everyone else just contributes whatever they are asked to do.
is it fair that those who get assigned to work on a successful production get a share of the profit, while those who got assigned to work on an unsuccessful one don't?
in the end, a success should be seen as the success of the whole company, and profit should be shared with everyone, and not just those who were lucky to work on the production that made the profit.
Half of the levels on the map were day 1 DLC - individually purchasable if I remember rightly.
Excellent game, greedy bastards.
Another good person just given the shit end. No recourse.
Brutal world. Would not play Hell Mode again.