View Full Version : Hideo Kojima! Γενικά...

25-08-2008, 18:50
Είναι σπάνιες οι φορές που καταδέχεται να μιλήσει σε κοινούς θνητούς μέσω θνητών δημοσιογράφων. Αλλά όποτε το κάνει είναι πάντα απολαυστικός.

Απολαύστε τον σε μια ενδιαφέρουσα συνέντευξη στο site Κikizo (πολύ μ' αρέσει αυτό το όνομα... :rofl:)

Hideo Kojima: The Kikizo Interview 2008

We sit down for a rare discussion with the idolised creator of the Metal Gear Solid series, to reflect on MGS4 and find out what happens next for Kojima Productions.


By Adam Doree (http://www.kikizo.com/staff.asp), August 24, 2008

This interview contains no MGS4 plot spoilers.
My high point of the last week was probably interviewing Hideo Kojima (http://www.kikizo.com/search/search_games.asp?qu=Hideo%20Kojima&sc=/). He's not an easy man to get an audience with these days, and his time is too precious for mere mortals like me to be wasting. So when we finally got confirmation that we would be meeting him for a half hour interview, we started preparing - and when it came down to it, asked only the burning questions we've really wanted answers to for some time.
Kojima-san, who turns 45 today, is arguably the single (http://games.kikizo.com/features/hideo-kojima-interview-2008-p1.asp#) most talked about man in the games industry in 2008. If we look at the biggest brands in gaming right now, we find that Shigeru Miyamoto's perfect platformer for Wii is last year's news, and that the only other consistent 10-scoring game of 2008 is a title associated strongly with Rockstar North and several talented people, rather than one revered creator.

http://games.kikizo.com/media2008/mgs4_rev/03d.jpg (http://www.kikizo.com/viewer/imageview.asp?mgs4_rev/03.jpg)

Despite the incredible commercial success of Metal Gear Solid 4: Guns of the Patriots (http://www.kikizo.com/search/search_games.asp?qu=Metal%20Gear%20Solid%204:%20Gu ns%20of%20the%20Patriots&sc=/), which has sold over four million copies, Kojima still has a vocal minority of detractors. Our aim for the interview was to explore some of the varied views that exist about his creative endeavours and try to get him talking about what happens next in the series.

Once the enjoyable interview was finished, we were very happy with the points we talked through, and contrary to gossip from some quarters, found that Mr Kojima is still every bit as humble and charming as when we last interviewed him way back in 2001. Having brushed shoulders with him at parties (http://games.kikizo.com/features/hideo-kojima-interview-2008-p1.asp#) since then, only this week did we finally get to do a proper interview thanks to the fine folk at Konami. And here it is.

Kikizo: Mr Kojima, thank you for your time today. I'd like to start by saying, I believe it's your birthday on Sunday, so Happy Birthday for Sunday.
Kojima: [laughs] Thank you!
Kojima: 45.

Kikizo: Obviously, that's not too old. But in Metal Gear Solid 4, we see that Old Snake is now an old man. Do you relate to this older character in any way?
Kojima: Yes. Especially for Metal Gear Solid 4, it was very important. So I deliberately kind of matched myself and Old Snake. This is not just the message to the users, but also a message to the internal development (http://games.kikizo.com/features/hideo-kojima-interview-2008-p1.asp#) staff as well; we've all been working for quite a long time, and I wanted to show that Hideo Kojima, at 45, still working in the spotlight - I wanted to show that to the staff!

http://games.kikizo.com/media2008/hideo-kojima-interview/01d.jpg (http://www.kikizo.com/viewer/imageview.asp?hideo-kojima-interview/01.jpg)

I want users to play and take back some feelings from my games. Snake is, of course (http://games.kikizo.com/features/hideo-kojima-interview-2008-p1.asp#), a hero, and it's a very, very rare that a [fictional] hero gets very old or ages - normally in games the hero doesn't age so much. However, I wanted to show that everything in the industry evolves: the games, the platforms, and even the users who used to play my games have all aged, and I wanted to express that in Old Snake. I wanted the users to almost overlap their experience - to say, "I aged, Snake aged" - I wanted to express this feeling in MGS4.

Kikizo: When you first joined Konami in the mid-80s, some of the initial designs you came up with were ignored, which must have been quite difficult. Now, many years later, you are the top designer at Konami. How did you turn things around over this long time?
Kojima: To elaborate a little bit more, I am now in a position within Konami as one of the members of the board, and it's true that I do have a responsibility, and also respect, within the company. However, when I say as a creator, "I want to create this new game (http://games.kikizo.com/features/hideo-kojima-interview-2008-p1.asp#)", it's still the same as twenty years ago! People still ask, "will that sell, will that be good?" Nobody really understands whether it would be an instant hit or whatever - I'm not just talking about the top executives, but even the development staff! But that is my challenge, actually. That's what's interesting. They do not understand what they cannot see instantly, so they can't say "that's a great idea" straight away. That's my challenge, and my satisfaction when I present to them, saying I want to create this new thing. And if I get more 'boos' about it - if they say, "no - we don't know what you're talking about!" then this is actually the fun part.

Kikizo: With the greatest respect, you told us in 2001 that Metal Gear 2 would be the last MGS title you would work on yourself. You said the same about MGS3, and you are now saying the same about MGS4. Obviously, this is a series that you love and are extremely close to - can you really see yourself - say after another ten years - not having directed a fifth game with a new story angle?
Kojima: [Laughs and nods, as if to acknowledge our point]. Well, that's a difficult question to answer! I say frankly, on a private level, that I always intend to stay true to these statements; I do always say what I actually feel at that time, after each Metal Gear, when I say I am going to move on to the next project. But it's like when Hayao Miyazaki says he is not going to do more, and then always ends up doing it. I think I am kind of in a similar situation; I have ideas other than Metal Gear, and I want to go on to make other new games (http://games.kikizo.com/features/hideo-kojima-interview-2008-p2.asp#), but for political, business (http://games.kikizo.com/features/hideo-kojima-interview-2008-p2.asp#) or technology reasons, there is always a time when I have to return. But I have to say, my feeling hasn't changed; I would like to pass on the Metal Gear series to younger staff members, and then go on to produce the title, and not be so attached to it.
http://games.kikizo.com/media2008/mgs4_rev/06d.jpg (http://www.kikizo.com/viewer/imageview.asp?mgs4_rev/06.jpg)

I always want to be in a creative position, where I can concentrate and grow as a creator. I feel if I don't do that, I might as well not be in the industry. But on the other hand, I am looking after and responsible for the business side of Konami as a whole, as well as for Kojima Productions, and it would be ridiculous for me on the business side to say I will just bring out a game every four years. Therefore, I would like to keep doing what I do, but at the same time, pass my own ideas to the staff who can take over and produce. That's what I have been doing, and I would like to keep doing it this way. And in my spare time I want to establish a new game, which I have been wanting to do for a long time. I do have strong urges to create a new title other than the Metal Gear series. As a businessperson, I might worry whether it will sell more than the Metal Gear series, but that's another issue!

But when I said it's a difficult question to answer, I mean that when we look ten years into the future, maybe yes, I may well end up spending more time on the Metal Gear series!

Kikizo: Here's one interesting conflict when you mention design versus business. In the 2001 interview you did with us, you described a concept for a what you called a 'raw game': you buy the game, you play it, and if you lose it's over, and you have to buy it again! I wonder if this is something you still think of, seven years later? Is this the game you refer to when you mention the new titles in your mind?

http://games.kikizo.com/media2008/hideo-kojima-interview/03d.jpg (http://www.kikizo.com/viewer/imageview.asp?hideo-kojima-interview/03.jpg)

Kojima: [Laughs] Well that 'raw game' concept is basically just one of the ideas I had back then, meaning combinations could always apply when creating video games; I could take that idea and other ideas that I've had, and make it into one game. But the thing that I am trying to work out right now is an idea that I had ten years ago, which I am still worried on the technical side whether it's possible or not even today.

Kikizo: What do you think of the trend towards simplified control led by the Wii (http://games.kikizo.com/features/hideo-kojima-interview-2008-p2.asp#)?
Kojima: Well I don't have any concerns actually, because the bottom line is, when you design a game, you have to target who you want to target. And you design knowing which target to approach, and that's the key. Even when people say that they may change the interface to a very simplified version, I agree and disagree at the same time; look at games that are more difficult because of that new interface, like a racing game for example: it was right or left in the past, but now you have to manoeuvre using the motion controller - this is actually more difficult than in past racing games! In traditional games you practise a lot, and you kind of 'upgrade yourself', and then you clear the game. So I think there are pros and cons.

http://games.kikizo.com/media2008/mgs4_rev/05d.jpg (http://www.kikizo.com/viewer/imageview.asp?mgs4_rev/05.jpg)

For some players, motion control will come naturally straight away, but for others it might feel difficult, so the game designer is really now responsible to think about which direction he or she should take. I played Killzone 2 this morning, actually, and it was funny because the FPS control was traditional FPS, but when you come to a door and have to kind of open the latch, you all of a sudden have to use the Sixaxis, and nobody was succeeding. So maybe they were kind of rushing to implement the technical design, which might not be the correct way to do it in that title.

Kikizo: [Scans remaining discussion points, as time is running out]... well I know you won't give an answer to the Xbox 360 question... [everyone laughs]... so, let's talk about the themes of MGS4 - terrorism, conspiracy theories, government corruption - do you hope that these themes will open up some players' eyes to certain things in the real world which they may otherwise be oblivious to? Or, do you exaggerate these themes for storytelling purposes?
Kojima: Well, since it's a game, the first priority was to provide fun to the users, but I also wanted to comment on the current world situation and for users to maybe realise more about it through the game. But I only wanted to make MGS4 a window to this; the next step - where you open the window and look at the real world - that's up to the users! I didn't want to exaggerate just to make my story glitter or get coverage on the news (http://games.kikizo.com/features/hideo-kojima-interview-2008-p3.asp#), that was not my intention.

http://games.kikizo.com/media2008/hideo-kojima-interview/02d.jpg (http://www.kikizo.com/viewer/imageview.asp?hideo-kojima-interview/02.jpg)

Kikizo: Metal Gear Solid is famed for its cinematic qualities, though cut scenes that progress the story are rarely in an interactive form. Is this intentional, or is it perhaps an area for further developemnt (http://games.kikizo.com/features/hideo-kojima-interview-2008-p3.asp#)?
Kojima: Gameplay is always fundamental. Halo, BioShock - I see their approach and I think they are brilliant in some ways, but I still feel they still lack a kind of a deeper storyline or the expression of the feelings of the characters. I do have plans of how I should approach this and get around it. In MGS4, yes, I put everything in the cut sequences, which I kind of regret to some extent, because maybe there is a new approach which I should think about. I'm always thinking about it - making it interactive but at the same time telling the story part and the drama even more emotionally. I would like to take that approach, which I am still working on.

http://games.kikizo.com/media2008/mgs4_rev/01d.jpg (http://www.kikizo.com/viewer/imageview.asp?mgs4_rev/01.jpg)

Kikizo: And do you think you will only be able to achieve this fusion (http://games.kikizo.com/features/hideo-kojima-interview-2008-p3.asp#) of cinematic and interactive gameplay with future, more powerful hardware?
Kojima: Well, yes. The hardware plays an important factor, but I think the way of thinking is more important, from a creative point of view. Storytelling is very difficult. But adding the flavour helps to relay the storytelling, meaning in a cut scene, with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh - this is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved. But when you make it interactive - if you want multiple stories where you go one way or another - will that make the player more moved when he or she finishes the game? These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.
Kikizo: Thank you very much for your time.

As a foot note, we wish we had interviewed Mr Kojima after we had seen a stunning behind closed doors presentation of Heavy Rain, a first party PS3 title by French developer, Quantic Dream (http://games.kikizo.com/features/hideo-kojima-interview-2008-p3.asp#). We think it has the clear potential to achieve exactly the sort of fusion of cinematic storytelling and interactivity that we discussed with Mr Kojima. Interestingly, we later saw Kojima attending a presentation of Mirror's Edge, a game he said he was interested to check out. Who knows what ideas Mirror's Edge and Heavy Rain might give him?


Περιμένω σχόλια! :tiphat:

25-08-2008, 18:56
Την διαβασα το πρωι.Οπως παντα ο Κοτζιμα , μενει πιστος σιτς ιδεες του και τα ονειρα του.Αυτα τον καθοδηγουν και αυτα τον εχουν κανει σημερα εναν απο τους λαμπροτερους δημιουργους games και οχι μονο.

Και οταν ακους καποιον να λεει οτι δεν ειναι σιγουρος εαν οι ιδεες του μπορουν να υλοποιθουν σημερα με το υπαρχον hardware , αντιλαμβανεσαι ποσα μπορει να κυκλοφορουν μεσα στο μυαλο του!

Εγω παντως ανυπομονω για κατι καινουργιο απο αυτον τον χαρισματικο "τεχνητη". ;)

25-08-2008, 19:31
Bέβαια έχει και το κακό να μην μπορεί να αποφασίσει ποιό θα είναι το τελευταίο MG στο οποίο θα δουλέψει...:p

25-08-2008, 20:03
All hail god Hideo Kojima!!

25-08-2008, 20:21
Bέβαια έχει και το κακό να μην μπορεί να αποφασίσει ποιό θα είναι το τελευταίο MG στο οποίο θα δουλέψει...:p

Εγω παντως ευχομαι το 4 να ειναι το τελευταιο του Κοτζιμα.εκλεισε σαν ιστορια , απαντησε σε ολα τα ερωτηματα , οποτε ενα νεο Metal Gear (που θα βγει γιατι η Κοναμι θελει να "αρμεξει") θα επρεπε να ξεκινησει με μια τελειως νεα ιστορια.

Ας ειναι μονο παραγωγος οπως λεει ο Κοτζιμα.Θελω πραγματικα να τον δω σε κατι νεο , να τον δω να βαζει σε εφαρμογη τις πρωτοτυπες και ξεχωριστες του ιδεες! ;)

28-08-2008, 02:53
Νέα συνέντευξη του Θεού από το Eurogamer!! Ακόμα πιο ενδιαφέρουσα κατά τη γνώμη μου. Λατρέυω να διαβάζω τις απόψεις αυτού του ανθρώπου.
Απολαύστε τον!

Konami's Hideo Kojima Interview

Interview by Keza MacDonald (http://www.eurogamer.net/archive.php?author=157)

Hideo Kojima appeared rather melancholy when we spoke to him at Games Convention this year - which is to be expected, we suppose, since he's just finished the game that will almost certainly be his magnum opus. We spoke to him about MGS4's development, the importance of exclusive titles, and gamers' obsession with hardware.

Eurogamer: How does it feel to be finished?
Hideo Kojima: Ehh... [Laughs] Actually, it took until after release; there was a little time, and it's strange to say but it's only gradually coming to me. I've been getting emails every day about how the game is, but the funny thing is that it's only now started kicking in, gradually, the thoughts and feelings. I'm at that stage right now.

Eurogamer: The characters in Metal Gear Solid express a lot of conflicting views on warfare and what it means to be a soldier. What are your feelings?
Hideo Kojima: For me, originally, looking at soldiers and things like that, my parents have experienced the war, so for me it's very naturally anti-war, anti-nuclear. It's actually very natural for me. In MGS4, there are many conflicts and battles and soldiers that are a part of the story. However, I'm not trying to push anything, any message with that. It's more that I just want MGS4 to maybe provide a starting point for the player. Maybe if he or she didn't know about this, it's just something to maybe start thinking about: what the world is, what war is and what battle is these days. So that's why I put in the companies and nations fighting wars, put in those factors, just to tell people it might be the reality out there.

http://images.eurogamer.net/assets/articles//a/2/2/5/5/8/1/a_med_h1.jpg.jpg (http://www.eurogamer.net/gallery.php?game_id=12&article_id=225581&position=1)
Metal Gear Solid 2 demonstrated Kojima's talent for producing the unexpected - ditching the main character for the majority of the game.

Eurogamer: Would you say you had complete free reign with MGS4?
Hideo Kojima: It's funny when you say free reign, because if there were no limits and no restrictions to anything I think I could say I still wouldn't be finished today. I'd just have kept going on and on and on, and it wouldn't ever finish, it wouldn't be finished now. When I first saw the PS3 and the team saw the PS3, when we saw what it could do and what it could not do, I was glad of the restrictions, actually. These restrictions make us challenge what we can do, and we challenge up to that wall, and we strive for that, and then in time we finish the product and we release it. Without these restrictions I must say we'd probably never have finished.

Eurogamer: These days games are usually filtered through hundreds of creative minds rather than having so much input from one in particular. How personal would you say MGS4 was for you?

http://images.eurogamer.net/assets/articles//a/2/2/5/5/8/1/a_med_h2.jpg.jpg (http://www.eurogamer.net/gallery.php?game_id=12&article_id=225581&position=3)
"[With MGS4] the theme and the world and also many of the gimmicks that I put in the game, these are really personal for me."

Hideo Kojima: Personally with MGS4, the theme and the world and also many of the gimmicks that I put in the game, these are really personal for me; they're my touches, actually. But I'm not doing the programming anymore, I'm not creating music for the game, no I'm not making the drawings of the characters; that's the team members' jobs, that's not actually a personal side for me. You know, the reason why I say that is that more personal titles have been there in the past, like Policenauts or Snatcher. With these I did many of the parts, that made them more personal to me. Don't get me wrong, the roots of MGS4 are personal because of the themes and story, but it's not as personal with all aspects.

Eurogamer: What would you say was your most personally important game?
Hideo Kojima: That's a question I've been asked a lot of times. I can't name one, I have two. First it's Metal Gear on the MSX, because this was the first title that was sold, that made it out there, because some of the ideas I'd had before didn't make it out. So it was a benchmark to me because it was the first product I did that got released. And it was full of hard times, hard work that I'd put in, Metal Gear - it was a really tough job. If you were to ask me about the second, that would be Metal Gear Solid on the PlayStation 1, because it was the first time I actually sat back as a producer. I also did the game parts as well, but being a producer was a different test for me because I had to look at the business side, at promotion and things like that. Also, MGS was sold worldwide, and if it wasn't for MGS on the PS1, I think I wouldn't be in Leipzig today or at this game convention. So these two are really, really precious titles for me.

Eurogamer: Phil Harrison and Satoru Iwata have expressed the view that demand for expansive, epic titles like MGS4 is shrinking. What are your thoughts on that?
Hideo Kojima: I don't think that's true at all. Well, not so in Japan maybe, but in general I think that's not happening. Even if that is a fact, I still think that there are gamers who love these epic games or hardcore games because some people still really live with games, and really receive something from games, and I regard them as real gamers. Now, as long as these gamers exist I feel a responsibility that someone has to do it, to create these games, so I'm not really worried. Besides if I, or someone else, keep bringing out these epic games, it might change the flow of the industry; people might realise that these are really fun games. And time ever changes, and the flow or demand will change, but if you just look at the current trend, and you see it shrinking and you just stop, it will just become zero, so I don't think that is a wise decision to make.
There's a huge user difference. I could back this up with GTA IV, which is a smash hit, and Call of Duty 4 was a smash hit and this season, Gears of War 2 will also probably be a smash hit, so that is proof that there are still gamers out there waiting for these epic games, and I think that will continue. I'm not saying casual gaming is bad, I think that casual games will continue as well as a trend, which is also good. But I think these will coexist.

Eurogamer: Of course, Grand Theft Auto and Final Fantasy used to be exclusive to the PlayStation, and now they're not. Do you think exclusivity is still important?

http://images.eurogamer.net/assets/articles//a/2/2/5/5/8/1/a_med_h3.jpg.jpg (http://www.eurogamer.net/gallery.php?game_id=12&article_id=225581&position=4)
MGS4 is one of the last massive third-party exclusives. Do exclusives still matter? "I think it really depends on the title."

Hideo Kojima: I think it really depends on the title. With MGS4, there was a lot of thinking behind it when we were announcing the exclusive, season-wise and time-wise and Sony technology and hardware wise and so on. But our intention was, since we were always with the PlayStation for the Metal Gear series, I felt that the users also followed the PlayStation as well - I mean all the Metal Gear fans follow the PlayStation. So it was an obvious match to release MGS4 on the PS3. And if we decide PS3, why not optimise it to make the best of that hardware? That was our decision. Of course, this trend might change within us, because as I said, it doesn't really matter on the hardware. Sometimes if we think a game should be exclusive to one platform, we'll go that way, if we think it should be multiplatform because of the game, we could do that, you never know. As I said, I think it really depends on the title.

Eurogamer: So you see yourself making multiplatform titles, technology permitting?
Hideo Kojima: If we're talking about the future - not MGS4, but my future titles, if we're referring to that - if the hardware technology rises then obviously, you know, it won't be based on the hardware anymore. Probably I will first create the software and then, um, it's a strange word to say, but port to other hardware if that technological ability rises in all areas.

Eurogamer: And Metal Gear Solid 4 specifically?
Hideo Kojima: [Sighs] Well, it's a real difficult question to answer right now... it's difficult to recreate the same MGS4 on the current 360 because of the size of the media and things like that. Also, technology-wise, the 360 is very different to the PS3, and because MGS4 was optimised for the PS3 it is probably not possible. But, you know, what kind of disturbs me sometimes, because a lot of people ask me about this PS3/360 question, is that it's not about the hardware - I want people to look at the game itself. Sometimes I even feel like it should be on a PC so that people don't ask me about hardware and platforms.

Eurogamer: Why do you think that gamers are so keen to separate themselves according to which platform they follow?
Hideo Kojima: Hopefully the day will come when people won't do this, I've been doing a lot of interviews and stage shows, and half the questions are like 'Will MGS4 be coming out on 360 or other formats?', and in the near future I hope they'll ask me about Metal Gear, about us, about our future projects, and will stop caring about the hardware.

Eurogamer: With recent successes with episodic, downloadable games, have you ever thought of working that way with Metal Gear Solid, releasing smaller games?
Hideo Kojima: Well, yes, when the time comes. Right now, if we were to have so many titles on downloadable, I don't think many people would buy those games, I don't think as many people as we might predict would buy these games in that format. But if the time comes and I think that the users are there, then I will of course consider it.

http://images.eurogamer.net/assets/articles//a/2/2/5/5/8/1/a_med_h4.jpg.jpg (http://www.eurogamer.net/gallery.php?game_id=12&article_id=225581&position=2)
"In the near future I hope [interviewers will] ask me about Metal Gear, about us, about our future projects, and will stop caring about the hardware."

Eurogamer: Why do you think Metal Gear Solid sells so well in the West, compared to other Japanese-developed games that are vastly more popular in Japan?
Hideo Kojima: Honestly, I don't know! But if you want my answer that I personally think, I don't know if it's correct or wrong, but maybe it's because of my era - because of my age. When I was younger, what built me was always movies or novels or music from America or Europe. I didn't grow up on Japanese movies and television only, I absorbed so many TV programmes of American and Europe; that's what I watched. And the culture really came naturally to me when I was growing up, so when I have a game which is an output of myself, I feel that I put in more of that American or European essence that I absorbed when I was growing up. Maybe that is the reason why it sells more in Europe or America.
To give an example in my title, in MGS4 the main character is this old fogey, right? And he battles with a lot of old guys, and in Japan that would never ever sell. So this kind of sense that I have perhaps tingles the European or Western market more.


28-08-2008, 11:09
Δεν ξερω εαν ειχες διαβασει δηλωσεις του Κοτζιμα στο παρελθον γενικα απο συνεντευξεις.Δεν μιλαω απο συνεντευξεις πριν την κυκλοφορια καποιου μεγαλου τιτλου του , αλλα μετα.Τωρα που κυκλοφορησε το MGS4 ειναι λιγο πιο "ελευθερος" να εκφραστει.

Και νομιζω ειναι εμφανες το ποσο μετριοφρων ,ειλικρινεις και προσγειωμενος ειναι στις αποψεις του.Σε νατιθεση με καποιους "αλλους" δεν κακολογει και μαλιστα χαρακτηρησε το GeoW2 epic.Επισης δινει αυτην την ειλικρινεστατη συνεντευξη στο Eurogamer που το "εθαψε" ολιγον τι το MGS4.

Τελος αξιζει να αναφερθει το ποσο σεβεται το κοινο του και τους playstation gamers που παντα τον ακολουθουσαν.Απλα κορυφαιος!

03-10-2008, 17:52
Κάνοντας το θέμα λίγο πιο γενικό για να μπορούμε να γράφουμε νέα για τον Kojima, σήμερα διάβασα αυτό.

RUMOR: Hideo Kojima to Develop a First Person Shooter (http://gamzsonev3.wordpress.com/2008/10/03/rumor-hideo-kojima-to-develop-a-first-person-shooter/)


Considering we want him to do Zone of the Enders 3 next, this will be a big eye opener if this is true.

According to EGM, in their rumor’s section, Hideo Kojima is very interested in making a first person shooter.

The MGS creator has even been rumored to be talking to expert FPS studios such as Infinity Ward (Call of Duty 4: Modern Warfare), Guerilla Games (Killzone 2) and Treyarch (Call of Duty: World at War) for advice on the genre.

Kojima’s been keeping a low profile since releasing Metal Gear Solid 4: Guns of the Patriots this past June for the PLAYSTATION 3 and fan demand is high on him doing Zone of the Enders 3 or Metal Gear Solid 5 (Personally, I wouldn’t want him to) but if the start of the TGS 05 trailer of MGS4 is anything, he’s looking like he’s very interested in making a FPS game.

Source (http://gamzsonev3.wordpress.com/2008/10/03/rumor-hideo-kojima-to-develop-a-first-person-shooter/#more-927)

Καλά αν αληθεύει αυτό, θα είναι το πιο σουρεαλιστικό και συγκλονιστικό FPS που έγινε ποτέ. Με μυνήματα και φοβερό gameplay.

Όρτσα Κοτζίμα!

14-10-2008, 15:51
Αν με κανει ο kojima να παιξω FPS τοτε ολα μπορουν να γινουν.

19-10-2008, 21:08
Αν βγει Metal Gear Solid 5 θα πρεπει να ειναι με καινουργια ιστορια,χαρακτηρες κλπ κλπ...
Απλως εχει ολοκληρωθει ι ιστορια του και αν αποφασισουν να βγαλουν 5 ας του αλλαξουν ιστορια

Τωρα για το FPS ελπιζω να γ****ει οπως το mgs :D:D

19-10-2008, 21:41
Αν με κανει ο kojima να παιξω FPS τοτε ολα μπορουν να γινουν.

Mia ap'ta idia :p

24-11-2008, 10:56
Εδω τα λογια περιττεύουν:bowdown::bowdown:YouTube - Hideo Kojima gets Lifetime Achiefment Award

24-11-2008, 11:20
Εδω τα λογια περιττεύουν:bowdown: :bowdown: YouTube - Hideo Kojima gets Lifetime Achiefment Award (http://www.youtube.com/watch?v=gYWCCRXTeaQ&feature=related)

Απλα respect....:bowdown::bowdown::bowdown:

24-11-2008, 11:59
Φοβερο βιντεακι:)

PS.Ο καλυτερος 2ος χαρακτηρας-πρωταγωνιστης σε MGS κατ εμε,ειναι η BigBoss του MGS3.Εβγαζε μια γαληνη-ηρεμια-καλοσυνη το προσωπο της,αλλα επρεπε παραλληλα να ειναι και ο ''κακος'' χαρακτηρας του παιχνιδιου.

24-11-2008, 12:02
Φοβερο βιντεακι:)

PS.Ο καλυτερος 2ος χαρακτηρας-πρωταγωνιστης σε MGS κατ εμε,ειναι η BigBoss του MGS3.Εβγαζε μια γαληνη-ηρεμια-καλοσυνη το προσωπο της,αλλα επρεπε παραλληλα να ειναι και ο ''κακος'' χαρακτηρας του παιχνιδιου.

Εννοεις την Boss! (σκετο :) )

Και φυσικα συμφωνω με αυτο που λες.Πολυ καλοδουλεμενος χαρακτηρας , για εμενα μετα τον Snake η καλυτερη δουλεια σε χαρακτηρα ηταν η Boss!Aλλωστε δεν ειναι τυχαιο οτι ολη η δημιουργια των Patriots του Outer Heaven απο τον BigBoss, ολα εγιναν επειδη παρερμηνευτηκαν τα ιδεωδη της και το θαρρος της. :)

24-11-2008, 12:12
Εδω τα λογια περιττεύουν:bowdown::bowdown:YouTube - Hideo Kojima gets Lifetime Achiefment Award (http://www.youtube.com/watch?v=gYWCCRXTeaQ&feature=related)

Οταν αρχισε να λεει η jade για το mgs1 με επιασε ενα ριγος....Αναμνησεις....
:1appl::1appl::1appl::1appl::1appl: στον Hideo.Εισαι ο λογος για τον οποιο χαιρομαι που ειμαι gamer.

Αντε να ερχονται και τα αλλα games σου!!!!ZOE3?;)

24-11-2008, 13:15
Σε μια εποχη που ο κοσμος των games ( developers και αλλοι)ξεχωριζουν για την αλαζονεια τους αυτος ο ανθρωπος ξεχωριζει γιατι απλα ειναι ιδιοφυης και πιστος σε αυτο που κανει εδω και χρονια.

24-11-2008, 17:37
Εδω τα λογια περιττεύουν:bowdown::bowdown:YouTube - Hideo Kojima gets Lifetime Achiefment Award (http://www.youtube.com/watch?v=gYWCCRXTeaQ&feature=related)

Παιδια ψαχνω μια ωρα να βρω το τραγουδι που παιζει στο εν λογω βιντεο κοντα στο 3:50 σημειο.Ειναι εκει που δειχνει αποσπασματα απο την σειρα MGS.

Καποιος γερμανος λεει οτι ειναι απο Sigur Ros στα comments αλλα επειδη δεν ξερω γερμανικα δεν μπορω να καταλαβω ποιος ειναι ο τιτλος (εαν τον λεει).

Επισης εαν καποιος φαν των Sigur Ros υπαρχει εδω και μπορει , ας με βοηθησει διοτι μου αρεσει πολυ το κομματι! Thank you! :D

Εdit: Το βρηκα!! YouTube - Sigur Ros - Ara Batur ξεκιναει μετα το 6ο λεπτο... απλα μαγικο...!

25-12-2008, 13:59
According to a recent Famitsu interview, Kojima has clarified that his team is currently hard at work on two new projects. They're attacking one in much the same way they approached other titles in the past, but the second is being designed by a "restructured Kojima Productions with the overseas market firmly in mind." As noted by 1Up, Kojima has likened Western game development to Hollywood, as the products typically appeal to the entire world. He then revealed in the interview that his team is receiving a "makeover from the ground up," and he does have an ambitious, expansive goal in mind: to construct a studio that can compete with the best from both North America and Europe. As for this new game that is more Western in origin, there have been rumors that Kojima and a few team members have visited certain Western FPS developers, so that may be a clue... It may be difficult to envision a FPS coming from Kojima and Co., but as far as we're concerned, he's proven he can succeed on a variety of different levels. Some may be concerned, but in all honesty, we're not.

06-01-2009, 19:03
Kojima to make "Western" games

Metal Gear Solid house Kojima Productions is undergoing a thorough "structure, tools and staff" revamp so that it can further penetrate the Western market, Hideo Kojima himself has revealed.

Speaking in the latest Famitsu (via Develop (http://www.developmag.com/news/31026/Kojima-Productions-starting-from-zero-for-2009)) the MGS creator said that because of the restructuring at the developer, 2009 "is going to be a very important year" for Kojima Productions.

"We're currently reviewing everything in order to make Kojima Productions a team that can challenge foreign creators and software houses," he said.

http://medialib.computerandvideogames.com/screens/screenshot_209022_thumb300.jpg (http://javascript%3Cb%3E%3C/b%3E:screens_popup%28209022%29;)
"I've thought a lot about how Western games have been winning, looking it from a global perspective, and there are things that I've noticed.

"I've come to understand that the way we've made games up until now won't translate globally, and I've come to think that I need to make Kojima Productions a team that can compete alongside the rest of the world," he added.

It's anyone's guess what sort of changes Kojima will be making internally (perhaps they're moving to Bromley?) but Hideo has been rumoured to be eyeing up the FPS genre as his next target. Stranger things have happened.

source (http://www.computerandvideogames.com/article.php?id=205192)

07-01-2009, 00:59
Ό,τι και να κάνει θα είναι κορυφαίο :D

20-01-2009, 17:04

21 Ιαπωνες δημιουργοι εδωσαν μια μινι συνεντευξη στο Famitsu.
Hideo Kojima (Konami)

Famitsu asks if he has done everything he can for MGS4, Kojima says there are parts he would like to change but due to disc space issues, he really can’t do anything. Although it’s an extremely busy year for him, he is pleased with the awards that he has gotten and reckon it’s a good year for him after all.

O Ηideo και δεκαπλασιο χωρο να ειχε στο δισκακι παλι δεν θα του εφτανε:bowdown:

20-01-2009, 19:46
Hideo Kojima's 15 favorite movies (http://www.ps3fanboy.com/2009/01/20/hideo-kojimas-15-favorite-movies/)

Έχουμε τα ίδια γούστα πάντως με τον Hideo...!

20-01-2009, 19:54
Aπορω πως δεν εχει μεσα το escape from new york!Στανταρ εχει επηρεαστει απο αυτο... eyepatch και snake pliskin ;)

02-03-2010, 21:10
Μια πιο άμεση επικοινωνία με τον Kojima μπορούν να αποκτήσουν όσοι τον κάνουν follow στο Twitter. Έχει ένα προφίλ τόσο στα αγγλικά, όσο και στα ιαπωνικά.

Μεταξύ άλλων μαθαίνουμε ότι πονούσε η κοιλιά του, έτρεχε η μύτη του και μάκραιναν τα μαλλιά του. http://twitpic.com/1668xl


22-09-2011, 15:43
A Hideo Kojima comment

“To put it in an extreme fashion, Americans like games where you have a gun and you’re shooting at space aliens,” he said. “If you don’t understand why that’s fun, then you shouldn’t be making games for the world market; you don’t need to. I mean, Japanese people might say ‘Why space aliens?’, but Americans will counter with ‘What’s with these games featuring these feminine-looking boys fighting in Japan with these huge swords?’ It’s no wonder the target audience for a lot of games is getting so compartmentalized.”



31-08-2013, 02:07
το πήρε το μάτι μου και σας το μεταφέρω παιδιά
"Kojima is searching for a studio that will remake MGS1 in Fox Engine
This could very well be his next project! I am soo frigginnnn excited!

"As it turns out one of the journalists wasn't a journalist, but rather of fan of Kojima's from Turkey. Just how he had managed to make his way to the appointment is a mystery given the sparse number of slots available. Nevertheless, he expressed his admiration for Kojima and how Metal Gear had changed his life. If it wasn't for what happened next, I would probably have been a little upset about his inclusion, but as it turns out his contribution to this story isn't insignificant. Not wanting to ask any questions he made a couple of statements instead. First of all, he asked Kojima not to allow a Metal Gear Solid movie to be, as it simply could not live up to the narrative of the games. Secondly, he requested remakes using Fox Engine for the first two Metal Gear Solid titles.

Hideo Kojima restated some of the known facts about the Metal Gear Solid motion picture as well as stating his involvement and ambition to make it a great experience. As for the second request Kojima explained that he was actually in the process of searching out a studio he could task with adapting the first game to the Fox Engine. He noted that some of the mechanics would need updating, but apparently he's keen on a second remake following Silicon Knights' Gamecube adapation Twin Snakes and HD releases of the original game."