As self-professed gaming aesthetes, we here at 61 Frames Per Second obviously have a deep and abiding love for the work of Sony Japan’s Team Ico and, more specifically, resident auteur Fumito Ueda. Ueda’s work on the Playstation 2, including the stylistic milestones Shadow of the Colossus and his team’s namesake Ico, are the go-to namedrops for anyone engaging in the persistent games-as-art discussion. His trademarks are characters that convey emotional depth through body language instead of dialogue and austere worlds that imply long histories and lost grandeur. It’s been three years since Shadow of the Colossus and the world’s been waiting with baited breath for any word regarding Ueda and Team Ico’s Playstation 3 debut. His recent talk alongside Siren designer Keiichiro Toyama on disruptive game design at the Nordic Game 2008 conference yielded no news on that project but provided some rich insight into his history in the industry and the early forms of his seminal works. Jimmy Marcus Larsen posted up a summation of the talk on his blog, Game Design Chronicles:
The next session was the highlight of the conference. ICO designer Fumito Ueda and Forbidden Siren designer Keiichiro Toyama had joined a session on disruptive design. They did not talk much about that subject, but we all knew about their innovations anyway. The interesting bits was about their backgrounds. Fumito Ueda showed his early art exhibition design, and told that his first computer was an Amiga. He was thrilled to see the high amount of hands raised when he asked how many (former) Amiga users there were - in Japan no one knew the Amiga. His design philosophy was to affect people’s life, and he went about doing it by working on the visual side first. He also showed an early PS1 prototype of ICO, and an early multiplayer version of Shadow of The Colossus - three horse riders were battling a colossus together. Very nice and too bad it was left out of the final version! I was quite impressed with how much of the games Ueda himself had created - design and story are obvious, but he even did some of the character models and animation. Keiichiro Toyama talked about the new Forbidden Siren (New Translation) game, and how the sight jacking system had been improved using a split-screen setup. He also told the audience that he and Ueda was the only two designers within Sony who were allowed to do what ever they wanted. The last interesting bit from that session, was about Another World - apparently that game is an all time favorite and a great inspirational source to many Japanese game designers. Kind of strange that a western game has that position.
Head over to Larsen’s blog for more details on the conference. Our thanks to NeoGAF user Issun23 for pointing us to Larsen’s post.