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Ico, and Design by Subtraction | Game Designer Philosophy

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    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
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    There are many games that designers describe
    as inspirational.
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    But few modern games can claim to be quite
    as influential as the quietly beautiful,
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    cult classic, Ico.
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    In interviews, game makers have said that
    Ico was instrumental in the development of
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    Papo & Yo, Brothers, Journey, and the upcoming
    Rime.
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    But also less obvious titles, like The Last
    of Us, Prince of Persia, and even Halo 4.
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    Dark Souls creator Hidetaka Miyazaki said
    "that game awoke me to the possibilities of
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    the medium".
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    So what is it about this unassuming game that
    makes it so influential among our favourite
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    game designers?
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    Why does it resonate so loudly, when the game
    itself is so quiet and restrained?
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    You see, the game is about a boy and a girl.
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    You control the boy, Ico, and help the girl,
    Yorda, escape a castle.
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    Along the way you'll solve some puzzles, and
    fight shadowy monsters by whacking them with
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    a stick or a sword. And that is... about it.
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    Even playing it today it feels distinctly
    minimalist.
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    But this sort of bare bones design was practically
    unheard of back on the PlayStation 2.
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    There was no Limbo or Proteus back then.
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    But this jarring lack of features and mechanics
    was, of course, deliberate, as Ico designer
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    Fumito Ueda was using a game creation philosophy
    that he would later call "design by subtraction".
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    Early on in development, when the game was
    being made for PlayStation 1, Ico had a complex
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    combat system, a wide array of characters,
    and lots of areas like a village, a dense
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    forest, and a deserted island.
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    All of that was removed.
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    Not for financial or technical reasons, but
    in an effort to find the core of the game
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    and then ruthlessly prune everything that
    didn't fully support it.
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    The core of Ico, of course, is the bond between
    Ico and Yorda.
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    Themes of companionship, and looking out for
    someone in need.
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    It's a game where you have to hold a button
    down, to emphasise the feeling of holding
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    someone's hand.
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    So everything that is left in the game is
    there to support that core theme.
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    Take the puzzles: practically every puzzle
    in the game is only half completed when you
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    reach somewhere new yourself.
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    The other half is about making a safe path
    for Yorda to follow.
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    And in the combat, Ico can't die.
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    His only fail state - other than toppling
    off the side of a cliff - is to let Yorda
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    get taken away by these shadowy enemies.
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    Your safety isn't important, but Yorda's is.
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    Similarly, because this story isn't Ico's,
    he doesn't level up, or have fancy combos,
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    parries, or finishing moves during the fights.
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    He just swings his stick about in vein hopes
    of defending his charge.
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    Yorda is needed to open doors to new areas which we've seen in many games with tagalong characters.
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    But she's also needed to save the game, as
    the two characters must flop back on these
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    stone benches to store your progress.
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    So it sure would suck, and make you feel vulnerable
    and alone, if Yorda wasn't there for a large
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    stretch of the game, right?
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    Also, Ueda wanted to focus on the aspects
    of the game that sold the reality of this
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    connection and the world these characters
    inhabit.
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    So Team Ico focused its time on building an
    intricately designed castle that was interconnected
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    and felt like a real space.
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    And it focused on believable and expressive
    animation - inspired by Ueda's favourite Amiga
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    games like Another World, Flashback, and the
    original Prince of Persia.
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    (Yes. Prince of Persia inspired Ico. And Ico
    inspired Prince of Persia.
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    Video games are weird).
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    Plus, the team simply removed elements that
    broke the immersive feel, and might have reminded
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    you that Yorda was simply a video game character.
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    There's no health bar, no map screen or inventory
    screen, no static characters with dialogue
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    that loops unrealistically, and often no background
    music.
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    All told, you're left with a rare game that
    is distinctly about something.
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    And with nothing extraneous to dilute that
    message.
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    I think that's why it resonates.
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    This is not to suggest that all games become
    as minimalist and streamlined as this one,
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    of course.
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    The combat in Ico, in my opinion, is a little
    too simple and gets very repetitive.
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    Even Ueda himself admits that he might have
    gone a little too far in design by subtraction,
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    and his follow up, Shadow of the Colossus,
    has more elements and mechanics, as well as
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    health bars and music.
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    But it's also an action game without traditional
    enemies because what use are they, when the
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    core of the game is better supported in the
    fights with these titanic bosses.
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    It's more to say that in a time of kitchen
    sink design, where every game seemingly needs
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    to have two dozen guns, a crafting system,
    micromanagement, and hundreds of side missions,
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    it's worth thinking more about removing the
    stuff that takes away from the idea or mechanic
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    at the heart of the game.
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    Does Assassin's Creed really need tower defence
    sections?
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    Did Tony Hawk's Pro Skater really benefit
    from the addition of skitchin'?
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    An example of this in practice, is Fez.
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    Creator Phil Fish told Gamasutra that his
    quirky indie game once had hearts and Zelda-like
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    heart containers, and puzzles about redistributing
    weight - but he decided to remove them, and
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    other ideas, because they didn't prop up the
    central mechanic of rotating the world, and
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    the central theme of seeing things from a
    different perspective.
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    Ueda's approach to design, says Fish, "gave
    me the strength to butcher my own game, and
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    every time I did the game got better for it,
    tighter, more streamlined".
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    To other developers Fish says "take a hard,
    critical look at your game and ask yourself
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    what is necessary, what really has anything
    to do with what you're trying to accomplish".
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    Because it's easy to add features that you
    think are cool, or will increase the game's
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    length, or give you another bullet point on
    your Steam description.
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    But is it just diluting the core message of
    your game, and hurting your ability to have
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    your game be about something. To say something. To resonate.
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    Thanks for watching!
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    If you enjoyed the episode, please give the
    video a like on YouTube, leave a comment,
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    or consider pitching in via Patreon.
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    Your support truly makes this show possible.
Title:
Ico, and Design by Subtraction | Game Designer Philosophy
Description:

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Video Language:
English
Duration:
06:51

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