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Katamari Damacy 2
Some thoughts that I'd like to expand on in class:
-Dr. Jones said in his chapter that he sees Katamari Damacy as a witty parody of the collecting culture surrounding video games, and that Katamari Damacy's ultimate meaning is this parody.
-He also says that it is like the campy gigantic monsters in Japanese sci-fi movies, rampaging through the streets. As well as the fight clouds and rolling snowballs from early cartoons.
I can see the resemblance between the fight clouds and out-of-control snowballs, but what the creator says later is that he wanted to make a game that was simply fun. This does not mean that Takahashi wanted Katamari Damacy to be devoid of meaning, but that the meaning is of little consiquence when compared with the pure enjoyment derived from physically playing the game. I don't think that Takahashi was downplaying any meaning that Katamari Damacy may have, but whatever meaning we can see in the game isn't necessarilly the meaning that Takahashi intended. And what's wrong with just accepting the fact that fun can be meaningful? Maybe that was Takahashi's goal, to present the world with a game that has nothing say, nothing to contribute to society at large or the gamer culture in particular, but just to be, and that could be precisely why we love it so much. It presents us with a blank slate that
we build on, that
we give meaning to ourselves. I don't think Takahashi's trying to pull a fast one on us, or that meaning within games isn't important. I think he's simply trying to offer up something fun and pleasant and colorful and happy.
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I found this picture and the one below it on google images. This game inspires.
Legos, advertisements, cakes, knitted hats...
Ya, I know, every Harry Potter fan has at one point made or bought a hand-crochetted Hogwart's scarf, so fan manifestation of their favorite games isn't new, but doesn't something like that picture of Lego men running in stop-motion terror put a smile on your face?
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-Katamari Damacy as a text.
I can see how the type of stuff collected on the Katamri can be read, or made more interesting by just focusing on umbrellas, or objects of Japanese culture. BUt once again, the player is in control of what he or she rolls over, thereby creating the text of images that slowly accumlates on the surface of the ball. From my limited experience playing Katamari Damacy, it didn't occur to me that there were levels in which you could only pick up items in significant groups. In other words, there isn't a stage that only has umbrellas, if I wanted my Katamari to only have umbrellas, I would have to be really careful and avoid everything else. I guess I'm getting back to my point about how we as the players give meaning to the game based on our choices while playing. The meaning that the advertiser of this poster gave to Katamari Damasi was one of popular media culture, you can only see audio-visual media related material on the ball of stuff (rolling through the streets of Dublin).
Speaking of rolling, on page 12, Dr. Jones says that "katamari rolling is less an allegory of labor and more a parody of labor." I liked that a lot.
On page 15, Dr. Jones says that Katamari Damacy's meaning lies within its parody, or the ability to parody...I wasn't sure because there were more than one instance where the game parodies something (subsurface)?
I also liked the description of the katamari as having the look and feeling of database arrays. clever But as I would see it, those data base arrays are meaningful, but only because they were intentionally constructed by the player. Is Dr. Jones making this implicit in his statements? That the player is ultimately the all-powerful meaning giver? Maybe he is making that implicit and I'm just not getting it.
This is one scene from Lost in Translation where Charlotte (Scarlette Johansen) is walking around in an arcade center in Tokyo.
http://www.youtube.com/watch?v=17GYe8-NQc0
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I completely agree that Katamari Damacy is related to the Japanese aracade culture of collecting game related objects. It is normal within that culture to find cows with snacks with toys because that is what you'd find in any UFO catcher in Japan, and it certainly makes sense that we as Americans would find that a little funny (absurd-funny). But wasn't Katamari Damacy made specifically for that culture, and then, like all other popular Japanese games, it was translated to English and shipped off to America for us to enjoy. So any possible meaning we as Americans could give Katamari Damacy, although valid, would be essentially flawed because we are not apart of the culture for which this game was intended. And any meaning it would have initially had for the Japanese arcade culture would be probably be Lost in Translation.