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Fumito Ueda Discusses How 'Another World' Inspired the Hand-Holding Mechanics and World-Building in 'Ico'

At "The Tenth Mosaic" event on September 23, Fumito Ueda mentioned that Another World inspired him to consider how Ico could express connections between characters through hand-holding. He recalled encountering Another World during his university years and feeling that the game's visuals presented a world that served more than just mechanical rules; the character relationships within it also led him to continue pondering how to portray the bond between the protagonist and Yorda in Ico.

上田文人谈《另一个世界》如何启发《古堡迷踪》的牵手设计世界感

Ueda also noted that Another World does not always increase difficulty progressively as levels advance. Changes between scenes make it harder for players to predict what will happen next. Eric Chahi, creator of Another World and participant in the discussion, stated that during production he minimized interface elements and score displays, prioritizing pacing and cinematic atmosphere while keeping the player's immediate objectives clear.

上田文人谈《另一个世界》如何启发《古堡迷踪》的牵手设计世界感

The two also discussed how to convey emotions without relying on dialogue. Ueda cited the act of caring for Trico in The Last Guardian as an example, believing that players only gradually develop affection after personally participating; Chahi similarly emphasizes the feelings evoked by the gameplay itself.

上田文人谈《另一个世界》如何启发《古堡迷踪》的牵手设计世界感

Discussing technical limitations, Ueda explained that Ico concentrated its scenes within a single castle due to rendering burdens, while Shadow of the Colossus used the distances between colossi to create a sense of vast space.