Ico cut until the walk remained
7 min read
By Eduardo Orellana ·
Team Ico, 2001. Ico shaped later games by removing the interface, the combat, and the chatter until a held hand was the whole action.
Subtraction is a design, not a mood
Plenty of games are called influential. Very few redrew the next decade the way Ico did. Team Ico, 2001: a boy, a girl, a castle, and a hand you hold so she keeps up. The reasonable story is that the mood was magical. The working story is subtraction. Combat, interface, explanation, and chatter were cut until the remaining action had nowhere to hide.
Cutting is not the same as owning less content. A sparse game can still be unfocused if the few things left are arguing. Ico works because the cuts agree. You are not managing a menu while you hold the hand. The hand is the menu, the mission, and the relationship. Later games borrowed the hush and kept the menus, and the hush did not survive the contact. Subtract until one action is doing every job, or do not bother subtracting.
Small game, long shadow
Plenty of games get called inspirational. Very few have shaped as many later games as Ico did.
Its fingerprints have been claimed on Papo & Yo, Brothers, Journey, Rime, The Last of Us, Prince of Persia, and Halo 4. Hidetaka Miyazaki, who went on to make Dark Souls, has said that playing Ico showed him what the medium could be.
The odd part is how little the game does. There is no pile of systems, no spectacle, no reward economy, no menu of modes. A boy and a girl try to get out of a castle. That is the premise and close to the whole of it.
You move Ico, you help Yorda across the castle, you work through some puzzles, and you swing a stick or a sword at shadow creatures. Nothing else gets added.
The sparseness was a decision, not a limit
Ico is still spare by today's standards, and on the PlayStation 2 it was stranger still. The wave of small, quiet, atmospheric games that would make it legible had not arrived yet.
Fumito Ueda named the method himself: "design by subtraction." Rather than piling material on until a game felt substantial, he looked for the thing at the center and then stripped away whatever failed to serve it.
The early builds, back when the game was aimed at the original PlayStation, looked far more conventional. There was deeper combat, a larger cast, a village, thick forest, an abandoned island.
All of it went. Budget and hardware were not the reason. Those parts pulled attention away from what the game was really about.
What sits at the center of Ico
The center of Ico is the bond between the two characters. Companionship, exposure, protection, the work of caring for someone who cannot manage alone.
Ueda gives that theme a body rather than a speech. Keeping a button held to hold Yorda's hand turns the relationship into something your fingers do. Staying connected takes ongoing effort, and you feel it.
With the bond as the core, the rest of the design lines up behind it. Reaching a solution yourself usually finishes only half a puzzle. The other half is opening the route, or clearing the danger, so that Yorda can follow.
Fighting works on the same rule. Ico rarely dies in a normal scuffle. What ends the run is the shadows dragging Yorda off. Your own survival is the smaller concern.
Every system routes through Yorda
Ico gains no levels, learns no combo strings, has no parry and no finisher. He swings with the clumsy urgency of somebody protecting another person, and that is the whole vocabulary.
Yorda opens the doors, so she is built into progress through the castle. She is also how you save, since the pair have to sit down together on a stone bench for the game to record where you are.
So losing her is more than a plot beat. Several of the supports you have been leaning on vanish at once, and the castle turns colder and less survivable in your hands.
The design says the same thing from every angle. The relationship is not a layer painted over the game. It is the frame the game is built on.
A castle built to hold the relationship
What the team did spend its effort on was making the pair and their surroundings convincing. The castle interlocks with itself, so it reads as one continuous place instead of a run of levels.
The animation carries the rest. It follows the lineage of Another World, Flashback, and the first Prince of Persia, and it is what sells the weight of the two bodies and the fragility of the thing between them.
Just as telling is what never appears on screen. No health bar. No map. No inventory. No idle characters looping the same line. Often no music at all.
Those gaps do real work. They keep the machinery of the game out of your eyeline. What is left is unusually pointed: a game that is clearly about one thing, with almost nothing else competing to say otherwise.
Cutting is not the same as leaving a hole
None of this argues that every game should be pared back as far as Ico is. Its combat can read as thin and repetitive, and Ueda has hinted that the knife went too deep in places.
Shadow of the Colossus, which came next, restores a fair amount: health bars, a score, louder action, a bigger mechanical frame. Yet it still subtracts where subtraction serves the idea. It is an action game with no regular enemies, because regular enemies would have diluted the enormous boss fights that carry its meaning.
The takeaway is not that leaner always wins. It is that a feature has to justify itself by making the central experience stronger.
A tiny game can be a muddle and a huge one can be coherent. The question is only ever whether a given piece is pulling in the same direction as the rest.
What piling everything in actually costs
That question is worth asking now, when so many games arrive with two dozen weapons, crafting, resource management, collectibles, side missions, upgrade trees, and a store page of bullet points to match.
Any one of those can be enjoyable on its own. Each also comes with a bill: development time, interface real estate, tutorial minutes, and a slice of the player's attention. The heavier cost is that the idea at the center gets harder to see.
Does an action game need a mode borrowed from a different genre? Does a sequel get better for one more traversal gadget or another mechanical layer? Often the honest answer is no, and you tend to find that out by playing the build rather than by reading the feature list.
Taking something out is a creative move in its own right. What survives the cut usually reads sharper and stays with people longer.
Fez cut the same way
Fez is a clean case of the same discipline. Phil Fish has described earlier versions that carried hearts, Zelda-style heart containers, and puzzles built around shifting weight around.
Those went, because none of them backed up the rotating world or the idea underneath it, which is that a change of viewpoint changes what is true.
Fish credited Ueda with giving him the nerve to cut into his own work. Every removal of something that did not belong left the game tighter than it had been.
The instruction he passed along is blunt. Look at your game and ask what it actually needs. Ask what any given piece has to do with what you are trying to accomplish.
Make the game about one thing
Adding is the easy move. A feature looks cool, it pads the runtime, it gives you another line to sell. Asking whether it blurs what the game is saying takes more nerve.
Ico lands because it never wavers on what matters. The bond between the two characters drives the puzzles, the fighting, the save points, the progression, the animation, the interface, the sound, and the shape of the castle.
Design by subtraction is not austerity for the look of it. It is a way of defending the core of a game against everything that would soften it.
So the better question is not what else you could add. It is what you could take away until the thing your game is really about is impossible to miss.
Build it in Flockbay
In the Flockbay app, describe two characters and one action that keeps them together. Ask for no minimap and no combat in the first scene. Play it. If you are bored, the action is empty. If you want a fight, add it only after the walk has a reason to be interrupted.
A cinematic platformer template and the AI adventure game maker match the scale. Two figures, one castle room.
Keep reading
- YOU ARE THE MONSTER is built on one verb and refuses to add a second
- Build the question, not the game
- Nintendo starts with the hands
- The Secret of Mario's Jump
- Nervemite makes eating people the way you learn the station
- Hubert makes herding sheep the way you see the farm
- Salt & Soul makes a salt shaker the whole kitchen
- Escape By Spoon gives you one tool and makes it carry everything
- Take things away until only the feeling is left, with the AI walking sim maker
Get your game running, cut the parts that pull against its core, and see how much clearer what is left becomes.
More notes on game design