Fumito Ueda, the mind behind Shadow of the Colossus, Ico, and The Last Guardian, believes the golden age of game mechanics is behind us.
In a recent chat with DefamicoGamer, Ueda reflected on the state of modern game design, particularly while discussing Keita Takahashi’s quirky new title To a T.
“I think the era of creating brand-new mechanics for each game is over,” Ueda said. “Nowadays, it’s not about inventing the wheel every time. It’s about polishing what we already have – refining the feel, enhancing the aesthetics, and making everything click emotionally.”
This isn’t a sudden epiphany. According to Katamari’s creator Takahashi, Ueda has been singing this tune since Journey released back in 2012 – a game that proved evocative storytelling and fluid design can overshadow mechanical innovation.
Ueda argues that instead of chasing novelty for novelty’s sake, developers should lean into sharpening the emotional and sensory impact of their games. “Even if the mechanics aren’t new, the experience can still feel fresh,” he explained. That means focusing on cohesion – where art, sound, control, and pacing come together in a seamless whole.
Take Lies of P as a recent example. Weapon customization isn’t new, yet the way it’s integrated into the game’s dark art style, combat system, and narrative tone makes it feel exciting. It’s less about doing something no one’s done before and more about doing something better – or in a more resonant way.
This philosophy has fans speculating about Ueda’s next game, teased at The Game Awards last year. Though details are scarce, the aesthetic certainly echoes Shadow of the Colossus. The question is: how will Ueda polish the known without rehashing the past?
As AAA games pile on features, from open-world freedom to cinematic cutscenes and minigames galore, the appetite for something new has shifted. The real innovation now might not lie in what games do – but in how they make us feel while doing it.