Thursday, August 18, 2011

A Special Conversation: Fumita Ueda and Tetsuya Mizuguchi, Part 1

Who are Fumita Ueda and Tetsuya Mizuguchi, and why should you care that they are talking to each other? Some of you might already know, but for those who don't, Fumita Ueda is the man behind 'Ico' and 'Shadow of the Colossus', two games hailed by both fans and critics alike as being two of the best examples on the pro-side of the 'Games as Art' debate; the third game in the series, 'The Last Guardian', is already being anticipated to be of equal quality. Tetsuya Mizuguchi made another game that could also be considered in that category: Rez, the amazing, visual-rhythmic shooting game originally released for the PS2 and later ported to the Xbox 360 in an HD re-release. His upcoming game, 'Child of Eden', for the Xbox Kinect and the PlayStation Move, looks to be just as ground-breakingly spectacular.  

So what do two of the most innovative and artistic creators in the Japanese game industry talk about with each other? Recently, these two men sat down for Famitsu magazine and had a conversation about their careers, their vision for games, and what they hope to accomplish with their upcoming releases. As a special treat, we will be translating the entire interview and putting it up in sections over the next couple of weeks. We hope you enjoy it.




“Inside me, I felt that Ueda-san was a 'kindred spirit'.”
~Mizuguchi Tetsuya


Ueda: I first met Mizuguchi-san in November of 2001, at a completion party for Ico, I think.

Mizuguchi: Yeah. I think that's right. I'm pretty sure it was right after Rez got released (Editor's note: Rez was also released in November of 2001).

Ueda: I feel strongly that they didn't want Ico to be labeled as not a 'real game' at that time, so it was released at the same time as Rez, another title with original game design.

Mizuguchi: I feel like Ueda-san and I are in sync on all the important points. I think that we have the same timing, and approach making games in the same way. When I see Ueda-san being active, it always makes me think 'I have to work hard, too!'.

Ueda: I think so as well. Also, we were both awarded a prize at the 2002 GDCA (Game Developer's Conference).

Mizuguchi: After that, at the Art Event in Spain too, we were both invited to go as representatives for Game Designers, right?

Ueda: Yep. I'm pretty sure that was after 'Shadow of the Colossus' was released.

Mizuguchi: We don't meet that often in Japan. We always see each other at foreign events we are both invited to, don't we?

Ueda: Speaking of, didn't I run into you at the Spanish airport too?

Mizuguchi: Ah! You're right, we did! (laughs). It's almost like some strange twist of fate or something, that Ueda-san and I both seem to feel something similar, and make games that both seem to head in the same direction, or at least we think so when we look at each other's titles.

Ueda: I agree. Mizuguchi-san's games are enjoyed even by people who don't usually play games, and have a simple design, but are still the perfect example of what a video game really is, or should be at least. His latest work, 'Child of Eden', is made like that too, and I think his technical skill is broadening. I'd like to believe that our attitude about making these kinds of games is similar.

Mizuguchi: It probably is. But I think Ueda-san's work comes from this... deep view of the world that he has. The stories that he makes, that flow from that view, have this overwhelming power. He's taking these things called 'games', using the principals they are based on, and widening their possibilities, making them more artistic. I feel that his games are somehow different from all the games that have come before: they have a message and a strong new theme. The fact that he is continuing to make these works of art is amazing. Someone who is able, has the power, to take the world they see inside themselves and accurately express that visually to others... I think it's very unique, a rare person. Especially when you are talking about a fantasy world, since you have to build the world up from scratch; it's a completely different dimension from the real world we inhabit. You probably need an awful lot of energy to do it.

Ueda: Well, it does certainly require a huge amount of effort and work to make something that doesn't exist in the real world convincing and believable when people see it.

Mizuguchi: The control you take, thoroughly going down to even the little details, is amazing.

Ueda: Thank you very much. Of course, it's not just me, my team also works incredibly hard.

Mizuguchi: But that's why it's so amazing! It's really difficult to unify a team like that, have them all be so focused and together.

Ueda: Well, I don't really think it's just me, but as far as the view of the world, the level design, and the functionality of the game as a whole go, I think in order to pursue those things a layer, a texture, of both functionality and meaning is needed in the game. That's what I hope for, what I want us to do thoroughly.


Part two will be coming soon. Look forward to it!

Submitted by: Sherrie Blackwell

No comments:

Post a Comment

Submitted by LevelUpVideoGames.com