Today Keita Takahashi of Namco Bandai Games describes the type of game Noby Noby Boy (releasing on PSN this Thursday, February 19) is. To quote:
Basically players can control and stretch Boy, the main character of the game. As players stretch Boy, the lengths to which he grows are uploaded to a persistent character known as Girl, who grows at the same rate as the combined length of all the players in the world.
Girl starts at Earth and expands around the solar system. When Girl reaches a new milestone in the solar system, new areas are unlocked as playable stages for everyone around the world.
One big question most people have asked is, "Why did you want to make such a game?" Seriously, I don't know. When I figure it out, I'll share it on this blog. In the meantime, please take a moment to watch this video.
Well, that's the best that I can do to explain the game, but I know people will still go, "Hmm..."
How come it's hard to explain, you ask? It's because I wanted to make a game that cannot be expressed by words in the first place. By making an undefined and ambitious game, I want the player's reaction to be something like, "I don't know why, but it's somehow interesting. I can't stop playing." In that way, I would feel I have succeeded at creating what I wanted, that is, creating something that's not easily describable. Anyway, it's been a fun experience working on Noby Noby Boy.
As I mentioned earlier, this game is indescribable, and some people may say, "This isn't a game!" But, what is a game? Should there be a definition for a game? That's the way I feel.
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