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3 minute read
interview with hideo kojima
Hideo kojima answers our questions about Death stranding
q and a
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by joe juba
The last week has been a busy one for Hideo Kojima. Even with Death Stranding in the final stretch approaching release, the legend ary creator took the stage at Tokyo Game Show for two separate live presentations showing off his unique and difficult-to-explain project. While we learned a lot from watching those demonstrations, they also raised many questions about how Death Stranding works and what it tries to convey. What is the goal behind the asynchronous multiplay er? What do “likes” do? How has the game changed since its inception? To get the answers to these questions and more, we visited the Kojima Productions studio in Tokyo for an interview with Hideo Kojima himself.
Q: Of all the new features that you revealed at the first TGS live show, what was the one you were most excited to finally talk about?
A: Playing the game is a lonely feeling, because you play alone usually, even though you’re online. A lot of people play on the couch, and perhaps they feel like, “Oh, I’m lonely, and I’m maybe strange, playing all alone.” And you’re doing it over and over. You’re traveling with BB, and maybe you feel lonely. Norman [Reedus] actually got this point as well – you’re struggling all alone. But at a certain point, you realize, “There is someone really similar to me who felt this loneliness,” because you see it when you’re indirectly connecting. Like in a movie theater – there are maybe 200 or 300 people watching a movie together. 18
Q: We’ve seen many cryptic trailers for Death Stranding over the years. In the final game, where does it fall on the spectrum between ambiguous storytelling – something like Twin Peaks – and more straightforward delivery?
A: I haven’t lied at all – I just create the story as-is. In the trailers, maybe I just put out the scenes in between. But if you play from the start to the end, you will under stand because it’s all connected. All the side plots are kind of recovered, all the small stories and things like that. But I am a great fan of David Lynch as well, so, yeah.
Q: Sam has a lot to manage – his health, his equipment, etc. A lot of people turn to games to escape these kinds of responsibilities. How do you approach taking mundane maintenance tasks and putting them into a game so they don’t feel like work?
A: Previously, in design, you had to create the rule because you couldn’t do the realism, right? In our everyday lives, there are so many mechanisms we have to work through. So I wanted to free the game design concept that we had to live by because we didn’t have the technology to do so in the past. I wanted to add the real essence in Death Stranding.
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Norman Reedus as Sam Bridges in DEATH STRANDING
Q: The game is so close to being complete. Now that you can see the near-final product, what is the biggest difference you notice from how you first envisioned Death Stranding?
A: The concept hasn’t changed at all from the start. On the vision side, yes, I imagined I could do more – like, PlayStation 6 for the visuals. But it’s not all about graphics. A lot of people were against my first concept, and I’m really happy that the staff made it together with me. All the staff really liked playing the game and I really feel happy. And I just feel it’s the user’s turn now.
Q: Have you explained Death Stranding to anyone and had it click immediately, instead of taking a while to understand?
A: Yes, there were some people. Especially creators were quite quick to click. Like [di rector] George Miller, who is kind of my mentor – my god. He kind of started to draw a diagram, he has this theory, so he said, “What you’re trying to do is correct.” I should have recorded that! I should have sent it to the staff! That was really a happy moment.
Maybe not people in the game industry, but musicians, directors, and creators. So, that’s why I tend to kind of overlap with musicians and film directors more than the game industry people – because they kind of tend to synthesize with me in that way and click faster. 19