1 00:00:06,480 --> 00:00:13,360 Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. 2 00:00:13,369 --> 00:00:17,529 There are many games that designers describe as inspirational. 3 00:00:28,760 --> 00:00:33,960 But few modern games can claim to be quite as influential as the quietly beautiful, 4 00:00:33,960 --> 00:00:36,340 cult classic, Ico. 5 00:00:36,340 --> 00:00:41,640 In interviews, game makers have said that Ico was instrumental in the development of 6 00:00:41,640 --> 00:00:46,980 Papo & Yo, Brothers, Journey, and the upcoming Rime. 7 00:00:46,980 --> 00:00:53,260 But also less obvious titles, like The Last of Us, Prince of Persia, and even Halo 4. 8 00:00:53,260 --> 00:00:59,190 Dark Souls creator Hidetaka Miyazaki said "that game awoke me to the possibilities of 9 00:00:59,190 --> 00:01:00,280 the medium". 10 00:01:00,280 --> 00:01:04,989 So what is it about this unassuming game that makes it so influential among our favourite 11 00:01:04,989 --> 00:01:05,900 game designers? 12 00:01:05,900 --> 00:01:12,500 Why does it resonate so loudly, when the game itself is so quiet and restrained? 13 00:01:16,320 --> 00:01:19,800 You see, the game is about a boy and a girl. 14 00:01:19,800 --> 00:01:24,940 You control the boy, Ico, and help the girl, Yorda, escape a castle. 15 00:01:24,940 --> 00:01:29,530 Along the way you'll solve some puzzles, and fight shadowy monsters by whacking them with 16 00:01:29,530 --> 00:01:33,600 a stick or a sword. And that is... about it. 17 00:01:33,600 --> 00:01:36,830 Even playing it today it feels distinctly minimalist. 18 00:01:36,830 --> 00:01:41,540 But this sort of bare bones design was practically unheard of back on the PlayStation 2. 19 00:01:41,540 --> 00:01:45,350 There was no Limbo or Proteus back then. 20 00:01:45,350 --> 00:01:50,880 But this jarring lack of features and mechanics was, of course, deliberate, as Ico designer 21 00:01:50,880 --> 00:01:58,360 Fumito Ueda was using a game creation philosophy that he would later call "design by subtraction". 22 00:01:58,360 --> 00:02:02,960 Early on in development, when the game was being made for PlayStation 1, Ico had a complex 23 00:02:02,960 --> 00:02:08,030 combat system, a wide array of characters, and lots of areas like a village, a dense 24 00:02:08,030 --> 00:02:09,779 forest, and a deserted island. 25 00:02:09,779 --> 00:02:11,420 All of that was removed. 26 00:02:11,420 --> 00:02:15,969 Not for financial or technical reasons, but in an effort to find the core of the game 27 00:02:15,969 --> 00:02:20,599 and then ruthlessly prune everything that didn't fully support it. 28 00:02:20,599 --> 00:02:25,109 The core of Ico, of course, is the bond between Ico and Yorda. 29 00:02:25,109 --> 00:02:28,469 Themes of companionship, and looking out for someone in need. 30 00:02:28,469 --> 00:02:32,669 It's a game where you have to hold a button down, to emphasise the feeling of holding 31 00:02:32,669 --> 00:02:34,230 someone's hand. 32 00:02:34,230 --> 00:02:40,200 So everything that is left in the game is there to support that core theme. 33 00:02:40,200 --> 00:02:44,430 Take the puzzles: practically every puzzle in the game is only half completed when you 34 00:02:44,430 --> 00:02:46,519 reach somewhere new yourself. 35 00:02:46,519 --> 00:02:50,549 The other half is about making a safe path for Yorda to follow. 36 00:02:50,549 --> 00:02:52,840 And in the combat, Ico can't die. 37 00:02:52,840 --> 00:02:56,540 His only fail state - other than toppling off the side of a cliff - is to let Yorda 38 00:02:56,540 --> 00:02:59,349 get taken away by these shadowy enemies. 39 00:02:59,349 --> 00:03:02,319 Your safety isn't important, but Yorda's is. 40 00:03:02,319 --> 00:03:07,370 Similarly, because this story isn't Ico's, he doesn't level up, or have fancy combos, 41 00:03:07,370 --> 00:03:09,969 parries, or finishing moves during the fights. 42 00:03:09,969 --> 00:03:14,659 He just swings his stick about in vein hopes of defending his charge. 43 00:03:14,659 --> 00:03:19,759 Yorda is needed to open doors to new areas which we've seen in many games with tagalong characters. 44 00:03:19,769 --> 00:03:24,189 But she's also needed to save the game, as the two characters must flop back on these 45 00:03:24,189 --> 00:03:26,480 stone benches to store your progress. 46 00:03:26,480 --> 00:03:31,889 So it sure would suck, and make you feel vulnerable and alone, if Yorda wasn't there for a large 47 00:03:31,889 --> 00:03:34,169 stretch of the game, right? 48 00:03:34,169 --> 00:03:38,430 Also, Ueda wanted to focus on the aspects of the game that sold the reality of this 49 00:03:38,430 --> 00:03:41,739 connection and the world these characters inhabit. 50 00:03:41,739 --> 00:03:47,049 So Team Ico focused its time on building an intricately designed castle that was interconnected 51 00:03:47,049 --> 00:03:48,599 and felt like a real space. 52 00:03:48,599 --> 00:03:53,829 And it focused on believable and expressive animation - inspired by Ueda's favourite Amiga 53 00:03:53,829 --> 00:03:57,870 games like Another World, Flashback, and the original Prince of Persia. 54 00:03:57,870 --> 00:04:02,110 (Yes. Prince of Persia inspired Ico. And Ico inspired Prince of Persia. 55 00:04:02,110 --> 00:04:03,860 Video games are weird). 56 00:04:03,870 --> 00:04:08,609 Plus, the team simply removed elements that broke the immersive feel, and might have reminded 57 00:04:08,609 --> 00:04:11,159 you that Yorda was simply a video game character. 58 00:04:11,159 --> 00:04:16,419 There's no health bar, no map screen or inventory screen, no static characters with dialogue 59 00:04:16,419 --> 00:04:19,779 that loops unrealistically, and often no background music. 60 00:04:25,580 --> 00:04:29,379 All told, you're left with a rare game that is distinctly about something. 61 00:04:29,379 --> 00:04:32,259 And with nothing extraneous to dilute that message. 62 00:04:32,259 --> 00:04:35,399 I think that's why it resonates. 63 00:04:39,379 --> 00:04:43,599 This is not to suggest that all games become as minimalist and streamlined as this one, 64 00:04:43,599 --> 00:04:44,479 of course. 65 00:04:44,479 --> 00:04:49,690 The combat in Ico, in my opinion, is a little too simple and gets very repetitive. 66 00:04:49,690 --> 00:04:53,539 Even Ueda himself admits that he might have gone a little too far in design by subtraction, 67 00:04:53,539 --> 00:04:58,379 and his follow up, Shadow of the Colossus, has more elements and mechanics, as well as 68 00:04:58,379 --> 00:04:59,990 health bars and music. 69 00:04:59,990 --> 00:05:05,370 But it's also an action game without traditional enemies because what use are they, when the 70 00:05:05,370 --> 00:05:10,669 core of the game is better supported in the fights with these titanic bosses. 71 00:05:10,669 --> 00:05:15,300 It's more to say that in a time of kitchen sink design, where every game seemingly needs 72 00:05:15,300 --> 00:05:20,639 to have two dozen guns, a crafting system, micromanagement, and hundreds of side missions, 73 00:05:20,639 --> 00:05:25,460 it's worth thinking more about removing the stuff that takes away from the idea or mechanic 74 00:05:25,460 --> 00:05:27,039 at the heart of the game. 75 00:05:27,039 --> 00:05:30,180 Does Assassin's Creed really need tower defence sections? 76 00:05:30,180 --> 00:05:34,189 Did Tony Hawk's Pro Skater really benefit from the addition of skitchin'? 77 00:05:34,189 --> 00:05:37,909 An example of this in practice, is Fez. 78 00:05:37,909 --> 00:05:42,819 Creator Phil Fish told Gamasutra that his quirky indie game once had hearts and Zelda-like 79 00:05:42,819 --> 00:05:47,979 heart containers, and puzzles about redistributing weight - but he decided to remove them, and 80 00:05:47,979 --> 00:05:52,750 other ideas, because they didn't prop up the central mechanic of rotating the world, and 81 00:05:52,750 --> 00:05:56,069 the central theme of seeing things from a different perspective. 82 00:05:56,069 --> 00:06:00,729 Ueda's approach to design, says Fish, "gave me the strength to butcher my own game, and 83 00:06:00,729 --> 00:06:04,860 every time I did the game got better for it, tighter, more streamlined". 84 00:06:04,860 --> 00:06:09,379 To other developers Fish says "take a hard, critical look at your game and ask yourself 85 00:06:09,379 --> 00:06:15,860 what is necessary, what really has anything to do with what you're trying to accomplish". 86 00:06:15,860 --> 00:06:19,330 Because it's easy to add features that you think are cool, or will increase the game's 87 00:06:19,330 --> 00:06:21,750 length, or give you another bullet point on your Steam description. 88 00:06:21,750 --> 00:06:26,139 But is it just diluting the core message of your game, and hurting your ability to have 89 00:06:26,139 --> 00:06:30,169 your game be about something. To say something. To resonate. 90 00:06:38,469 --> 00:06:39,310 Thanks for watching! 91 00:06:39,310 --> 00:06:43,180 If you enjoyed the episode, please give the video a like on YouTube, leave a comment, 92 00:06:43,180 --> 00:06:45,250 or consider pitching in via Patreon. 93 00:06:45,250 --> 00:06:47,330 Your support truly makes this show possible.