[HN Gopher] Postmortem: The singular design of Namco's Katamari ...
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       Postmortem: The singular design of Namco's Katamari Damacy (2004)
        
       Author : danso
       Score  : 163 points
       Date   : 2025-02-11 17:34 UTC (1 days ago)
        
 (HTM) web link (www.gamedeveloper.com)
 (TXT) w3m dump (www.gamedeveloper.com)
        
       | dang wrote:
       | Related. Others?
       | 
       |  _He created the Katamari games, but they're rolling on without
       | him_ - https://news.ycombinator.com/item?id=37374489 - Sept 2023
       | (67 comments)
       | 
       |  _Keita Takahashi Created the Katamari Games, but They're Rolling
       | on Without Him_ - https://news.ycombinator.com/item?id=36950382 -
       | July 2023 (4 comments)
       | 
       |  _Katamari Hack (2011)_ -
       | https://news.ycombinator.com/item?id=33381345 - Oct 2022 (37
       | comments)
       | 
       |  _Katamari Christmassy (2019)_ -
       | https://news.ycombinator.com/item?id=25783731 - Jan 2021 (1
       | comment)
       | 
       |  _Keita Takahashi (creator of Katamari) joins Glitch_ -
       | https://news.ycombinator.com/item?id=2748128 - July 2011 (2
       | comments)
       | 
       |  _Katamari Hack_ - https://news.ycombinator.com/item?id=2486038 -
       | April 2011 (5 comments)
       | 
       |  _Turn any page into Katamari Damacy_ -
       | https://news.ycombinator.com/item?id=2318076 - March 2011 (33
       | comments)
       | 
       |  _Life Size Katamari_ -
       | https://news.ycombinator.com/item?id=625489 - May 2009 (3
       | comments)
        
       | orbital-decay wrote:
       | _> Originally, I wanted to eliminate the time limit and let the
       | player simply roll the katamari to make it bigger. But, I couldn
       | 't figure out how to make the game fun without a time limit_
       | 
       | Better level design (than in the original Katamari Damacy) is the
       | answer. See Carmageddon as an example. Despite having a time
       | limit and technically being in a race against other drivers, you
       | can just go off course and explore the level, picking time
       | bonuses as you do that. It's fun because the levels are full of
       | secret areas and there's always something to explore. The other
       | drivers are _just dumb enough_ to not be a problem, and will also
       | go off course if you do. Or you can play it as a racing game and
       | ignore all that, no problem.
        
         | magicalhippo wrote:
         | As they wrote in the manual, you can win the race by being the
         | fastest across the finish line, but that's not really the
         | point...
        
         | spondylosaurus wrote:
         | I think the hurdle with Katamari is that as the katamari gets
         | bigger, smaller objects load out of the game, and eventually
         | there's just less interesting stuff to see. When you're rolling
         | around in someone's house, you get a lot of personality and
         | charm, but when you get bigger than a skyscraper most of the
         | stuff you see is just generic landmasses and foliage. At least
         | Jumboman usually shows up eventually.
        
         | danso wrote:
         | The sequel introduced a couple of non-time-limited challenges,
         | including: make the biggest katamari with just 50 objects, and
         | make a katamari that's exactly 50cm.
         | 
         | I think the time limits worked fine for adding challenge to the
         | game -- IIRC the first game had an eternal level whereas the
         | 2nd game's longest level was 18min, but that was long enough to
         | swallow most of the earth if you were good enough. I loved the
         | novelty levels where the goal was something different than
         | "biggest katamari" -- e.g. roll the most expensive or calorie-
         | dense katamaris, which really let you appreciate the detail and
         | variety of objects that were in the world
        
           | lifthrasiir wrote:
           | Indeed, the sequel was really a huge step up from the
           | original _Katamari Damacy_ in many ways to me, as who have
           | played all available console games in the series. (Nowadays I
           | play in Steam.) Most expensive katamaries are particularly
           | fun because you have much less visual cues than other games,
           | but once you 've immersed yourself into the world, you will
           | see likely places to roam around.
           | 
           | > IIRC the first game had an eternal level whereas the 2nd
           | game's longest level was 18min.
           | 
           | For the record, a recent remastered version for PC does have
           | eternal levels.
        
           | whywhywhywhy wrote:
           | >the 2nd game's longest level was 18min, but that was long
           | enough to swallow most of the earth
           | 
           | It went past the earth and you eventually swallowed up
           | planets, stars etc if you didn't know. Really cool for the
           | hardware.
        
             | rideontime wrote:
             | You may be thinking of the sequel, We Love Katamari, where
             | after completing the individual levels, you would roll up
             | the planets and stars you created in order to roll up the
             | Sun.
        
       | scelerat wrote:
       | I liked this quote:
       | 
       |  _> I worked on the basic concept on my own. I found that if I
       | started to listen to others, the concept tended to become diluted
       | and unfocused. However, once the basic concept was decided, it
       | was helpful to have open discussions with the team. There were
       | many more ideas that were not used in the game, but I still got
       | something out of all the different ideas that were brought up
       | even if I didn 't use them as they were presented._
        
       | jmcgough wrote:
       | Keita Takahashi is such an odd guy. Really creative and
       | approaches games from a very different perspective than a lot of
       | other creators, but Katamari Damacy was such a flash in the pan
       | for him. His later endeavors have been equally if not more
       | bizarre, without fun gameplay mechanics to back them up.
        
         | loa_in_ wrote:
         | It bet it is fun to design!
        
         | gyomu wrote:
         | There's lots of similar examples in other creative fields -
         | artists who have one piece of work that does tremendously well,
         | but everything else they make is only noticed by their more
         | dedicated fans.
         | 
         | My interpretation is that it's because they make the art for
         | them, not for the audience. In a sense they got lucky that one
         | piece of their work found itself at the right confluence of
         | factors to blow up like it did, because that's not something
         | you can really control or guarantee, unless you play it
         | extremely safe (which is why all the big game/movie studios
         | produce sequel after sequel, or old rockstars will just keep
         | performing their classics).
         | 
         | There's an interview with Jon Blow I heard recently that stuck
         | with me, where he says that he could probably have made lots of
         | money making Braid 2 or The Witness 2, but that it just wasn't
         | interesting to him.
         | 
         | Willingly leaving money on the table, now that's the mark of an
         | artist.
        
           | amiga386 wrote:
           | > he could probably have made lots of money making Braid 2 or
           | The Witness 2
           | 
           | If you're wanting more of _The Witness_ you can find it in
           | childrens puzzles books and the backs of cereal boxes. See
           | also _The Looker_ :
           | https://store.steampowered.com/app/1985690/The_Looker/
        
             | gyomu wrote:
             | This is a fun parody but just in case you're being earnest
             | - that's completely missing the point. Similar to saying
             | "if you want more of $RPG just open a spreadsheet and
             | slowly make arbitrary numbers go up".
        
               | djmips wrote:
               | https://en.wikipedia.org/wiki/Progress_Quest
        
               | red-iron-pine wrote:
               | the enemies it came up with were hilarious. my fav being
               | the porn elemental
        
             | mattbee wrote:
             | You snark, sir, but can I also find artistry and meaning
             | equal to _The Witness_ on the back of a cereal box?
        
               | amiga386 wrote:
               | I'm not sure Jonathan Blow, visionary video game
               | developer and appearer in many documentaries on the video
               | game industry, would appreciate my answer. But in my
               | view: yes. Especially Rice Krispies.
        
             | adamrezich wrote:
             | If you're _actually_ looking for more of The Witness, there
             | 's
             | 
             | - Taiji, which is a very The Witness- _inspired_ 2D
             | exploration /puzzle game
             | https://store.steampowered.com/app/1141580/Taiji/
             | 
             | - Fidel Rescue Dungeon (which I only just learned of and
             | haven't yet played), which is The Witness puzzles, but
             | dressed up as a roguelike https://store.steampowered.com/ap
             | p/573170/Fidel_Dungeon_Resc...
        
             | dclowd9901 wrote:
             | _Really_? I'm not one to defend Jonathan Blow The
             | Personality (TM), but the game masterfully weaves the
             | puzzle aspects into the adventuring aspects of the game,
             | and encourages you to expand your perspective throughout.
             | The sort of experience I had playing that game made me wish
             | more games were like that (Fez being another notable
             | example).
        
       | dclowd9901 wrote:
       | > and of the people who were interested in Katamari, I asked the
       | ones who I thought were the coolest to join the team
       | 
       | Moment of silence for the death of "culture fit" in companies. I
       | know it was not all great and warped hiring in ways that were
       | problematic but there's something to be said for working on a
       | project with other people who you know will just "get it."
        
         | TehCorwiz wrote:
         | In my experience "culture fit" is extolled by executes as an
         | excuse for selecting "compliant" employees who won't question
         | their BS.
        
           | darkerside wrote:
           | That's basically what parent poster said, with the most
           | negative possible spin. Yeah, maybe the leader of the company
           | doesn't want to put up with argumentative bullshit, and just
           | wants to do cool and fun stuff with people who are excited to
           | do it.
        
           | djmips wrote:
           | I was exited once for being a bad culture fit where I had
           | questioned and organized against the bullying of employees to
           | work for free on their stat holiday, and it was labor day for
           | crying out loud.
        
             | andreasmetsala wrote:
             | In a way you were a bad culture fit even if that's not a
             | culture anyone should want to fit.
        
         | gyomu wrote:
         | No one's preventing you from hiring just people you get along
         | with/personally like when you're a tiny company.
         | 
         | When you start becoming a big tech company whose products have
         | the power to bend entire societies though, that's when people
         | typically start calling for more accountability in hiring
         | practices.
        
       | EfficientDude wrote:
       | An amazing game series, truly a standout for 'different' even
       | until today. Big studios don't take risks, it's up to today's
       | indie scene to give us something different.
        
       | bane wrote:
       | Absolutely amazing game. In my personal circle, literally
       | everybody and their family had either played the game or at the
       | least knew the main themes of the music. IIR it was also a bit
       | cheaper than many other games.
       | 
       | I personally think the bizarre setting, art design, and great
       | soundtrack (perhaps a top-3 ever in gaming) did a lot to overcome
       | a lot of the awkwardness of the gameplay. It was an experience
       | you _wanted_ to have, it was original, and the concept was
       | _almost_ 80 's arcade pure. The ambience provided the reason to
       | want to be there.
       | 
       | If you were to reframe the game without those things, I'm _not_
       | entirely sure it holds up as well.
       | 
       | But 20+ years later I can walk into a room with my friends, start
       | whistling the theme and everybody will join in.
       | 
       | What a joyful game.
        
         | y33t wrote:
         | Re: the soundtrack, I never played KD until about two or three
         | console generations after it originally came out, but I already
         | knew most of the soundtrack. I'm not even sure how that
         | happens.
        
           | dfxm12 wrote:
           | All of my college roommates fall into your category. The
           | music is catchy and distinctive. It'll stick with you even if
           | you hear it on the TV in the background.
        
         | red-iron-pine wrote:
         | seconding the soundtrack. it's weird and entertaining. all of
         | the songs are about rolling and rolling things up.
         | 
         | my fav has to be the lounge singer track, or maybe the one with
         | a bunch of kids singing.
        
       | ggm wrote:
       | I've mentioned on threads about Katamari Damacy before, that I
       | sat on a train in Tokyo around 2006 timeframe and watched a guy
       | play on a PSP. The game was like Katamri in concept, but was
       | about more fluid, biological accretion logic. You controlled an
       | amoeba, and engulfed other objects to grow, floating around the
       | cave.
       | 
       | It was like looking at a 1960s oil bath light show. As the layers
       | of colour moved over each other, and fused and split
       | 
       | With no major outcome depending on it, I've always wanted to know
       | what the game was. Very abstracted. Simple goal, simple controls.
       | There must have been more to it I didn't see (adversarial play of
       | some kind, threats and risks)
        
         | chunkycapybara wrote:
         | Sounds like flOw
        
         | dclowd9901 wrote:
         | Yeah, I remember this one (flOw), played it on PS3, I think.
         | It's a very cool game. There's an eeriness about it, and
         | there's definitely something resembling a narrative. It was
         | always kind of thrilling to "level up" (quite literally, since
         | you're moving between scale planes in the game), and what kinds
         | of creatures you'd encounter at the next level. They would have
         | new mechanics and shapes that you kind of had to figure out by
         | evolving your play style.
         | 
         | Sony can really put out some amazing first (second?) party
         | stuff when they want to, which makes me wonder why they don't
         | do it more often.
        
       | world2vec wrote:
       | Just reading the game's name brings the soundtrack in my head.
        
       | sagacity wrote:
       | Replayed it literally this weekend with a friend who never played
       | it before. Still works beautifully and is a ton (ball) of fun.
       | 
       | The soundtrack is its killer feature and I'm glad to be able to
       | read a bit more about the background.
        
       | dev0p wrote:
       | > We were very serious when creating the music. Most game music
       | nowadays is pretty forgettable. I wanted to create a soundtrack
       | that would stick in players' heads, sort of like an evil curse.
       | 
       | That explains a lot, and boy did they succeed. I love them, Some
       | songs are such earworms that I dread hearing anything from the
       | Katamari OST because _they 'll stick for __DAYS___.
        
       | cotti wrote:
       | Katamaritaino is up there with Clash On The Big Bridge and Flow
       | as best songs that happened to be made for games.
       | 
       | The OST for the first two games, how they stick (ha!) well
       | together, and how WLK managed to be a perfect blend of paying
       | homage to the first game (Scorching Savanna!) _and_ being a solid
       | improvement on it should be studied.
       | 
       | It's striking to me how humble Takahashi-sensei is regarding the
       | shortcomings he perceives in the first game as well. I can see
       | them much better dealt with in We Love Katamari, but I feel like
       | some of them aren't that bad as a player who picks it to play
       | every once in a while. In turn, it makes me appreciate the
       | holistic and honest view he has for such an original game.
        
       | NickC25 wrote:
       | Fantastic game.
       | 
       | Shame that no developer takes risks like this anymore, the whole
       | concept was just so foreign, so strange, yet it worked.
        
         | dclowd9901 wrote:
         | It seems like the kind of idea you might just "step over" as
         | being too simplistic. I wish I had the time and energy to just
         | explore simple ideas like this to see if I could create a
         | compelling game or creation out of them. I think it takes a
         | child's creativity, earnestness and positivity in some
         | respects, and I'm afraid to say I'm a bit down on the world at
         | the moment.
        
         | Sohcahtoa82 wrote:
         | If you only consider AAA studios, then yeah, you're right. But
         | step into the Indie game world and there are a lot of new
         | unique concepts being done.
         | 
         | Balatro, Baba Is You, Superhot, Superliminal, and Slay the
         | Spire come to mind immediately.
        
       | hx8 wrote:
       | > I wish we could have engendered the feeling of "Wow, I've
       | gotten so big," a bit more effectively during gameplay.
       | 
       | Later releases of the game directly address this concern. I
       | wonder how far away game engine technology is from keeping track
       | of every single item in the ball, so the scaling is more smooth,
       | and the items in the ball have a direct impact on how the ball
       | rolls.
        
         | bentt wrote:
         | It's entirely possible, technically. The problems become more
         | about design and what's fun.
         | 
         | If you want to see state of the art in physics and collision,
         | check out Dennis Gustafsson's work. He created the game
         | Teardown.
         | 
         | https://x.com/voxagonlabs
        
       | criddell wrote:
       | This is a game for which I would love some DLC. If I could buy
       | level packs, I'd own them all... The basic games are great, I
       | just want more!
        
         | sumtechguy wrote:
         | The 360 version had that. I didn't care much for it as it felt
         | like I only had part of a game.
        
       | telesilla wrote:
       | Does anyone else remember the js bookmarlet? You clicked on a
       | button and all the html pieces started falling. I loved showing
       | it to friends who were also familiar with the game, or not!
       | 
       | I'm not sure if it was this one exactly but close enough.
       | 
       | http://kathack.com/
        
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