FUMITO UEDA: CURIOSIDADES
“One thing I don’t want my products to be is a time-killer,” he says. “I always want my games to be something that would inspire. But you picked up on devotion and love? I did not have a specific message for it.” Ueda also claims to be surprised by the reception of his characters. The emotional connection that players made with the few allies that populate the bleak, lonely worlds of Ico and SOTC – Yorda, Mono and Agro – is something he did not expect, particularly not outside of Japan.
“I am aware of the artistic sense of the product I’m producing, but that is not the goal throughout,” says Ueda. “That’s just part of the game’s contents, but I’m also more interested that the product will be well played in the future. I guess we are currently looking at a lifespan of two and a half years [for a game] in Japan, whereas I’m hoping for the consumer to be able to play this content over and over.”
And with SOTC starting life as a network game, it’s not a stretch to speculate that this might be one way in which Ueda extends his next game’s life.
Resulta curioso saber por voz del propio Fumito que SOTC comenzó siendo un juego multiplayer en el que varios jugadores debían de colaborar para derrotar los colosos, o como esa sensación de épica, soledad y amor que respiran sus mundos no nacen de manera intencionada. Según reconoce en esta entrevista no es la parte artística la que más le interesa, si no la rejugabilidad que el título ofrezca a lo largo de los años.