ABSTRACT

The visual design was a surreal fantasy of a prince rolling a ball around while exploring a cartoon take on real life. Katamari Damacy was born out of a school project from lead designer Keita Takahashi to create something easily enjoyed by anyone. The gameplay consisted of the player rolling around a giant ball, or katamari, in a variety of environments. The aesthetics of the game have aged well, thanks to a focus of surrealism versus detail. Katamari Damacy was one of those games that were just a joy to play. The control scheme was another example of the game's simple genius. Everything together made Katamari Damacy greater than the sum of its parts. A common pitfall of games with streamlined gameplay is that the developer just stops once it comes up with the core gameplay loop and does not try to build on it.