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“The Age of Gameplay Mechanics Has Already Passed,” Says ICO and Shadow of the Colossus Director

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Fumito Ueda, the visionary behind ICO and Shadow of the Colossus, believes the era of introducing brand-new gameplay mechanics with every title is over.

In a recent interview with Denfaminicogamer, Ueda praised Keita Takahashi’s latest project, To a T, for not relying on complex or innovative control schemes. Instead, the game focuses on visuals and storytelling.

“When I learned that To a T had no new mechanics, I said, ‘That’s great!’ I probably thought the age of gameplay mechanics had already passed. This is not the time to release new devices or offer new mechanics with every game,” – Ueda explained.

Rather than chasing novelty, Ueda suggests that developers should refine existing mechanics, emphasizing atmosphere, artistic direction, and narrative depth:

“Even if there’s nothing new in terms of mechanics, you can make a game stand out with a certain vibe or artwork. It’s better to give existing gameplay more definition,” – he added.

This philosophy is why Ueda enjoyed To a T, a game that tells a heartfelt story about living with a disability without reinventing gameplay systems. (Thanks Automaton Media)

The creator of ICO and Shadow of the Colossus says refining existing mechanics matters more than innovation today.

Interestingly, Eurogamer’s Chris Donlan had a different experience:

“Over the five or six hours it takes to play To a T, I’ve had a series of revelations that built to one giant revelation: I had the wrong idea about everything here. I wouldn’t truly understand any of it until the credits rolled. In fact, I’m still thinking about it,” – he wrote.

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