
But I think that at the same time, visuals and aesthetics are one and a whole with the gameplay in a game. If you take a game like Tetris, for example, you’d have to agree that gameplay is an essential element there. Question: How important are the aesthetics compared to the gameplay, for you?Īnswer: “It is difficult to say. Often, players find that unique aesthetics are an important part of the atmosphere in Fumito Ueda’s games.” Instead, one can say that my intention is to give players the building steps, a small introduction and then let them experience and develop their own stories on their own.

You mentioned the feelings of love and affection, but in reality I have no intention to convey those particular feelings. I also want my games to be products which inspire all those who play them. It is the overall experience that counts. I would not, therefore, let those who play my games by impressed only with the graphics. It is my intention to create an extension of the entertainment value to the gaming experience.

I always rely on some basics when I create my games: I do not want them to be just high-resolution cinema instead, everything in my games works together with the graphic engine that powers them. What do you want to communicate through your games? What do you want players to experience?Īnswer: “I have no specific or explicit message in my games – but I want them to be unrealistic and entertaining. Question: A consistent theme in your games is the unspoken emotions love and affection. It’s encouraging to see that more developers are trying to create unique games. Very often I tend to think things like “why have they not done so and so?” This is what justifies me to come up with new concepts and ideas.”Īsked by one of EDGE’s journalists what he thinks of the PlayStation 3 he admits that he is very happy with what Media Molecule is doing with LittleBigPlanet. Question: Where do you get your inspiration?Īnswer: “I’m inspired from books and movies, of course, but the greatest inspiration I get is when playing others’ games. It surprised me very much that the characters we created were so emotionally well-received in the West.” This was something which we were completely unprepared for. A while before the western launch of ICO, SCEE rang up and asked us if we could create a custom cover for EDGE. Since I was born and grew up in Japan and around its culture, I created my games with the Japanese audience in mind. With ICO and Shadow of the Colossus, Fumito Ueda has managed to spellbind the western audience, something that he himself never thought of being possible.Īnswer: “Honestly, I am very surprised that my games are so popular in the West.

During the lengthy discussion on whether games are art or not, whether the medium has or can achieve the same status as the other much older forms of expression, it is his work that is most often mentioned.

Question: Fumito Ueda is the creator of two of the most talked about games in the last decade.
