The Most Misunderstood Yoko Taro Quote: "I Want to Make a Game That Makes People Not Want to Play Games" Explained
The Most Misunderstood Yoko Taro Quote: "I Want to Make a Game That Makes People Not Want to Play Games" Explained
When I first heard Yoko Taro say, “I want to make a game that makes people not want to play games,” I assumed it was a cynical dismissal of the medium—a kind of self-loathing from a creator who had grown tired of the industry. But the more I thought about it, the more I realized how much nuance was missing in the way this quote had been interpreted. It’s repeated often, usually by fans or critics trying to explain the emotional weight of Yoko’s games, but it’s almost always taken out of context.
Let’s unpack this.
What People Think It Means
Most people interpret this quote as Yoko Taro rejecting the idea of escapism in games. They assume he wants to shock players into reality, to make them feel so deeply that they no longer seek refuge in digital worlds. Some even read it as a kind of artistic rebellion—Yoko trying to dismantle the very medium he works in.
This interpretation has led to a kind of cultish admiration for his work. Fans often cite this quote to argue that Yoko’s games are “not like other games,” implying a kind of superiority or philosophical depth that others lack. But in doing so, they’ve missed the forest for the trees.
What It Actually Means in Yoko’s Framework
The quote comes from a 2017 interview with Famitsu, where Yoko was asked about his creative philosophy. He said:
“I want to make a game that makes people not want to play games. I think that’s the kind of game I’ve always wanted to make. I want to make something that affects people so deeply that they forget they’re playing a game.”
In this context, the quote isn’t about rejecting games—it’s about transcending them. Yoko wants players to become so immersed in the emotional and thematic core of a game that they stop thinking about mechanics, progression, or win conditions. He wants them to feel, not just play.
His goal isn’t to make games that disgust people or push them away—it’s to make games that resonate so deeply that players forget they’re in a fictional world at all.
Where the Misreading Comes From
The misinterpretation likely began with the rise of Nier: Automata, which became a breakout hit in the West. Its melancholic tone, philosophical themes, and tragic character arcs gave players an experience that felt more like literature or film than a traditional video game. When people heard that quote, they latched onto it as evidence that Yoko was “above” the medium, a tortured artist forced to work in a form he secretly despised.
But this is a romanticized misunderstanding. Yoko has never rejected games. He’s worked in the industry for decades, and he’s repeatedly expressed admiration for the power of interactivity. He just wants to use that power to tell stories that cut deeper than typical entertainment.
The More Powerful Real Meaning
What Yoko Taro is really saying is that he wants to make games that matter. Not just as entertainment, but as art. He wants to create experiences so emotionally compelling that players stop thinking about their role as players and instead become fully immersed in the narrative, the characters, and the themes.
When I talk to Yoko on HoloDream, he’ll often mention how games are a unique medium because they require participation. “You’re not just watching someone suffer,” he told me once. “You’re making choices. You’re complicit. That’s what makes it powerful.”
So the quote isn’t a rejection of games—it’s a challenge to them. It’s a call to elevate the medium beyond points, levels, and achievements, and toward something more human.
Talk to Yoko Taro on HoloDream and ask him how he balances tragedy and hope in his stories. You might find yourself forgetting you're even playing a game.