Quantcast
Metal Gear creator was 'yelled at' for pushing boundaries - Destructoid




Game database:   #ABCDEFGHIJKLMNOPQRSTUVWXYZ         ALL     Xbox One     PS4     360     PS3     WiiU     Wii     PC     3DS     DS     PS Vita     PSP     iOS     Android


Metal Gear creator was 'yelled at' for pushing boundaries


6:00 PM on 03.30.2012
Metal Gear creator was 'yelled at' for pushing boundaries photo



When meeting a legend on the 25th anniversary of their most well-known creation, what do you ask them? Do you expect to hear them reveal secrets about their creative process, about ideas that never came to fruition, or just how his team reacts to his ideas?

When interviewing Hideo Kojima, I wasn't sure what to expect, but I was just thankful I was lucky enough to be there at all.

On March 16th, I and ten other reporters from various outlets were treated to a special brunch and round table interview with the legendary Hideo Kojima while he was in Washington DC for the Art of Video Games exhibit at the Smithsonian. The interview lasted two hours, and in that time Mr. Kojima answered a wide variety of questions and told some great stories about the Metal Gear history.

I asked him about his thought processes behind what inspires his obsession (and the almost genius implementation) of the fourth-wall-breaking gameplay and boss fights in the series. "I didn't really have a concrete idea in my mind of 'this is what a boss battle should be,' I just wanted to do something new, something exciting." Mr. Kojima said, via his translator, Kojima Productions' associated producer Sean Eyestone. "I just thought 'this would be a really cool way to make a boss,' and even now that's still the way I approach the bosses."

"At the time," he explained further, "a lot of people had a preconceived notion that games had to exist within this 'box' in their living room; it had to be limited to the TV screen that you're looking at while you're in the room. What I thought is 'why does it have to be that way? Why can't we extend the game out through the TV screen into your actual living room, into your physical space?'" It was from these thoughts that he decided to include Meryl's codec code on the back of the game box, and having Psycho Mantis read your games memory card.

"It's always been my approach to look at what technology is available to me and push games as far as I can to get them out of their traditional boundaries." Reflecting on the reaction to these ideas from the original game, he remarked, "looking back on it, a lot of people talk about that, people look back on that with respect and people praise me for that, but at the time there were a lot of people pissed off at me for it" he laughed, "saying 'this isn't the way you should make a game!' and even a lot of people on my team within Konami said 'this isn't what a game should be.' But actually I really enjoyed being yelled at for that because I like doing something different, so I'm not going to change that, so I hope you look forward to more exciting things like that going forward."






Comments not appearing? Anti-virus apps like Avast or some browser extensions can cause this.
Easy fix: Add   [*].disqus.com   to your software's white list. Tada! Happy comments time again.

Did you know? You can now get daily or weekly email notifications when humans reply to your comments.







Developer stuff

1:30 PM on 09.10.2014
Try not to think about cantaloupe while playing The Evil Within

I get such a kick out of seeing how things are made, especially when the people making said things are having a blast. This behind-the-scenes footage for The Evil Within is exactly what I'm talking about. We're given a glimp...more



2:45 PM on 09.08.2014
FBI joins forces with IGDA in a bid to curb online bullying

The International Game Developers Association is reported to be working alongside the FBI and other online harassment experts in a bid to stamp out harassment. As a result, it seems, of recent events within the industry, the ...more



4:15 PM on 08.20.2014
The sound and the fury of Bayonetta 2's angels and demons

Bayonetta 2 sound designer Daisuke Sakata touched on how he goes about designing sounds for his games in a recent post on the PlatinumGames blog. In particular, Sakata talks about the presence of both angel and demon enemies...more



View all Developer stuff






Back to Top




All content is yours to recycle through our Creative Commons License permitting non-commercial sharing requiring attribution. Our communities are obsessed with videoGames, movies, anime, and toys.

Living the dream since March 16, 2006

Advertising on destructoid is available: Please contact them to learn more