>>714856815The issue is that he doesnโt like making objective-based games
His original pitch for Katamari was literally just a weird tech demo where you roll around without timers or goals and grow larger
Namco realized they couldnโt just sell that alone so they added the time limits and level quirks, eventually taking the series further with challenges and stuff (for better or worse)
This is evident in his recent projects like wattam and noby, both of which are just 3D spaces to mess around in with very little direction
Donโt get me wrong, I think Katamari absolutely benefits from having a structure
Levels like the cow/bear one and the campfire/sumo ones are memorable because the devs stepped in and said so