The negativity of Keita Takahashi
https://www.gamesindustry.biz/articles/2018-07-05-the-negativity-of-keita-takahashiThe developer behind Wattam and Katamari Damacy has spent his career trying to show the potential of games, but doesn't think he's been successful
Takahashi said his goal with Katamari was to show players and publishers alike that games could be different, that they could evoke different feelings and moods compared to the hits of the day. While Katamari wound up a critical and commercial success, Takahashi was unwilling to declare it a personal one.
"I don't know if it was a success," he said. "I know Katamari made some people happy, but maybe just a small amount of people, not like a AAA title with a million billion people. Not like a Fortnite or a GTA, blah blah blah. I don't think I made change [in the industry], or just not enough."
With Wattam, Takahashi is still trying to change the way people think about games, but that's a tall order, and the creator seems almost resigned to falling short of that goal.
"I'm not optimistic," he said. "For me, it's still not changing. It's still the same."
"It's never changing," he said. "It's always like that. Because I'm trying to go against the current trend of game we have right now. You know, shooters or fighting games. They never change, but almost all people love that kind of game, which I understand. Shooting or fighting is kind of fun. But as a game designer, that's kind of sad, because we couldn't provide a different perspective for the player. I understand fighting is fun, but this is a different perspective of fun. I still believe games are a very unique media, which is interactive, has music and vision, can provide you with a more emotional story. But we still provide the player a very tiny, small perspective of life experience."
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