{"id":1287023,"date":"2025-12-20T02:00:55","date_gmt":"2025-12-20T02:00:55","guid":{"rendered":"https:\/\/www.wacoca.com\/games\/1287023\/"},"modified":"2025-12-20T02:00:55","modified_gmt":"2025-12-20T02:00:55","slug":"%e3%82%b2%e3%83%bc%e3%83%a0%e3%82%af%e3%83%aa%e3%82%a8%e3%82%a4%e3%82%bf%e3%83%bc%e3%80%81%e5%b0%8f%e5%b3%b6%e7%a7%80%e5%a4%ab%e3%81%a0%e3%81%91%e3%81%a9%e8%b3%aa%e5%95%8f%e3%81%82%e3%82%8b%ef%bc%9f","status":"publish","type":"post","link":"https:\/\/www.wacoca.com\/games\/1287023\/","title":{"rendered":"\u30b2\u30fc\u30e0\u30af\u30ea\u30a8\u30a4\u30bf\u30fc\u3001\u5c0f\u5cf6\u79c0\u592b\u3060\u3051\u3069\u8cea\u554f\u3042\u308b\uff1f | Tech Support | WIRED Japan"},"content":{"rendered":"<p><iframe loading=\"lazy\" title = \"\u30b2\u30fc\u30e0\u30af\u30ea\u30a8\u30a4\u30bf\u30fc\u3001\u5c0f\u5cf6\u79c0\u592b\u3060\u3051\u3069\u8cea\u554f\u3042\u308b\uff1f | Tech Support | WIRED Japan\"   width=\"580\" height=\"385\" src=\"https:\/\/www.youtube.com\/embed\/e3GY_Bh5AV4\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n<br \/>\n\u30b2\u30fc\u30e0\u30af\u30ea\u30a8\u30a4\u30bf\u30fc\u3001\u5c0f\u5cf6\u79c0\u592b\u3060\u3051\u3069\u8cea\u554f\u3042\u308b\uff1f | Tech Support | WIRED Japan<br \/>\n<br \/>\nI want to pioneer a new genre,<br \/>\nso I don&#8217;t focus much on existing ones. I love space settings,<br \/>\nso I&#8217;d like to try that. I&#8217;m also a fan of Westerns,<br \/>\nso maybe that. If you&#8217;re watching and think, &#8220;I&#8217;ll be Kojima&#8217;s right-hand man!&#8221;<br \/>\nplease contact me. Hi! I&#8217;m game creator Hideo Kojima. Today, I&#8217;ll answer questions about me. This is Hideo Kojima Support. First question:<br \/>\n&#8220;What makes a game &#8220;good&#8221; to you?&#8221; First, the creator&#8217;s love. That&#8217;s key. Also, since it is interactive, say there&#8217;s an item<br \/>\nwith one intended use. But it doesn&#8217;t end there. The player thinks, &#8220;Maybe I can use it<br \/>\nthis way, too?&#8221; and tries it out. It works, and they think, &#8220;Oh, cool!&#8221; Then they try another way,<br \/>\nand realize that&#8217;s prepared too. It&#8217;s about that level of freedom. The player discovers things<br \/>\nfor themselves, and finds those mechanics. Not everyone has to do it,<br \/>\nbut the game is full of gimmicks like that. I think a good game contains<br \/>\nthat kind of depth and evolution. &#8220;I&#8217;m a game developer.<br \/>\nI create things as a hobby.&#8221; &#8220;How do I make a game<br \/>\nthat never gets old,&#8221; &#8220;one you want to replay<br \/>\neven after completing it?&#8221; &#8220;What should I focus on?&#8221; Since games are interactive, I say I write stories,<br \/>\nbut it&#8217;s not just that. It&#8217;s the world, the controls,<br \/>\nand especially immersion. You want to be there. It&#8217;s about making you<br \/>\nwant to stay and play. Say you stop playing for the night. You go to school or work. The key is wanting<br \/>\nto return to that world. Making the player want<br \/>\nto dive back in is crucial for games. There&#8217;s a unique world<br \/>\ninside that space, where you can be different<br \/>\nfrom your ordinary self. It lets you do things you can&#8217;t do<br \/>\nin real life. That&#8217;s vital. Next, &#8220;How do you get the specialized<br \/>\nscience and history knowledge?&#8221; &#8220;Do you study yourself,<br \/>\nor use advisors?&#8221; I wish I had experts, but I don&#8217;t.<br \/>\nSo I study daily. I read literature, watch documentaries,<br \/>\nand catch news specials. I haven&#8217;t read research papers lately, but I try to absorb things daily. To expand on that, I go to libraries, or search online to learn more deeply. If you&#8217;re watching and think, &#8220;I&#8217;ll be Kojima&#8217;s right-hand man!&#8221;<br \/>\nplease contact me. &#8220;I heard that at the end of development,<br \/>\nyou play and adjust the game yourself.&#8221; &#8220;What exactly are you looking at?&#8221; Game production takes a long time. First comes planning, specs,<br \/>\nand meetings with staff. I check individual assets made<br \/>\nby each staff. In the last year,<br \/>\nwe put it all together. I grab the controller<br \/>\nand play through many times. I look at controls, graphics,<br \/>\ncharacters, models, glitches, animation, sound, sound effects, music, and gameplay. Also the code&#8230; or rather&#8230; I check everything,<br \/>\nincluding effects and maps. I play over and over,<br \/>\nfixing things as I go. Checking the camera<br \/>\nfrom the player&#8217;s perspective. I listen with headphones,<br \/>\nor directly from the screen, adjusting volumes and everything. Finally, I tune the difficulty<br \/>\nwhile bug checking. I personally tune the Normal mode. I always do that.<br \/>\nSo, I check everything. I fix story pacing issues right there. So I adjust everything,<br \/>\nincluding direction. It&#8217;s a very crucial phase. Not many do this, I think. Okay, next one. &#8220;What do you consider your masterpiece?&#8221; I get asked this a lot.<br \/>\nMy latest work is my masterpiece. So that would be Death Stranding 2. &#8220;In Death Stranding,&#8221; &#8220;did you build the world<br \/>\nto fit the delivery gameplay?&#8221; &#8220;Or did the world come first,<br \/>\nthen the delivery idea?&#8221; &#8220;Game details and the world-building:<br \/>\nwhich comes first?&#8221; For Death Stranding, well&#8230; I first thought of the phenomenon,<br \/>\nthe Death Stranding, in which the dead return,<br \/>\nand coming in contact causes explosions. People stop going out<br \/>\nand become isolated. The player, Sam, connects<br \/>\nthese isolated people. So I thought delivery would be<br \/>\nthe best mechanic for connecting. For me, story, theme, and gameplay, and design all complete<br \/>\nsimultaneously within me. I refine them as I think. Next: &#8220;Any new genres<br \/>\nyou want to take on?&#8221; I want to pioneer a new genre,<br \/>\nso I don&#8217;t focus much on existing ones. World-wise, maybe hard sci-fi. I love space settings,<br \/>\nso I&#8217;d like to try that. I&#8217;m also a fan of Westerns,<br \/>\nso maybe that. Or a period piece.<br \/>\nBut those exist already. So I&#8217;m thinking about what to do. Next up. &#8220;Is there a movie you&#8217;d like to<br \/>\nadapt into a game?&#8221; A movie to adapt? Let me think. I recently saw &#8220;Predator: Badlands.&#8221;<br \/>\nThat felt quite game-like. Traveling with Elle Fanning<br \/>\non your back. I also recently watched<br \/>\n&#8220;Last Samurai Standing.&#8221; The plot has game-like qualities. I might not make it, but it seems cool. The plot and worldview are suitable<br \/>\nfor a game, I think. &#8220;In regards to evolution in games,<br \/>\naside from VR and 3D,&#8221; &#8220;how will mobile and PC games develop?&#8221; Right now, games and movies, photos and art, are<br \/>\nall basically screens. Filling a square frame<br \/>\nwith info and timelines. That&#8217;s how we directed<br \/>\nand measured effect. Games are the same.<br \/>\nTV, PC, smartphone, iPad&#8230; Portable play is everywhere,<br \/>\nbut still trapped in a square. With VR or AR, the screen and frame disappear. This is an unprecedented experience<br \/>\nfor art and entertainment. Stage plays lack frames, in a sense, but removing the frame will give way to<br \/>\nnew entertainment and directing techniques. And forms of expression<br \/>\nwill change drastically too. I think that&#8217;s very important. We are in an era of major change<br \/>\nfor art and entertainment. It&#8217;s very interesting<br \/>\nso I&#8217;m quite excited. &#8220;What talent is key for game creators?&#8221; Loving game creation is<br \/>\nthe biggest thing. Just doing it as a job hinders growth. Also, games differ from movies or art. You can&#8217;t decide the timeline. Players move freely<br \/>\nbecause it&#8217;s interactive. In a way, it&#8217;s a service industry so<br \/>\nyou need a hospitality mindset. You need to want to make them happy. You have to watch<br \/>\nhow different people behave and anticipate their moves. That&#8217;s how we make it. It&#8217;s probably similar to someone<br \/>\ndesigning a theme park attraction. Someone with that kind of talent,<br \/>\nor who enjoys stuff like that. Someone who loves surprising<br \/>\nand pleasing others. Like the class prankster.<br \/>\nMaybe they fit best. &#8220;What game have you played the most?&#8221; &#8220;Super Mario Bros.,&#8221; definitely. Played it for a year.<br \/>\nI was a college student. I skipped school to play at home. Without Super Mario,<br \/>\nI probably wouldn&#8217;t be in this industry&#8230; Yeah. I can&#8217;t really play it now, though. It&#8217;s a side-scrolling action game. Mario just goes left to right.<br \/>\nBasically just jumping. But there&#8217;s a dash button. Using that and jump subtly changes the jump trajectory to attack or dodge. It had almost no story,<br \/>\nbut it felt like you were on an adventure. When I saw that, although it was<br \/>\npixel art with no story I felt this medium would<br \/>\none day surpass movies. That conviction brought me<br \/>\nto the game industry. &#8220;Which film director influenced<br \/>\nyour games the most?&#8221; That is difficult. Kubrick, Kurosawa, Hitchcock raised me<br \/>\nsince childhood. These three are my foundation. In my teens, George Miller,<br \/>\nJohn Carpenter, Dario Argento and Martin Scorsese. They influenced me greatly. Later I got into indies like Tarkovsky, but that&#8217;s the gist. The influence from my teens is<br \/>\nthe biggest, I think. Especially Carpenter, he defied genre, blending sci-fi, horror, action,<br \/>\nand westerns. That influence is huge. &#8220;AI control in the real world is<br \/>\nbecoming a reality.&#8221; &#8220;MGS2 touched on this back in the day.&#8221; &#8220;Did you predict this era would come?&#8221; &#8220;If so, why did you think<br \/>\nthat back then?&#8221; MGS2 is often mistaken<br \/>\nfor a story about AI, but it&#8217;s about digital society. MGS1 was about DNA. What isn&#8217;t left in DNA are memes. That&#8217;s when I thought about the shift<br \/>\nfrom analog to digital. In digital, everything remains.<br \/>\nLike social media today. Even graffiti remains<br \/>\nwithout deteriorating. The internet connects everything, and opinions are exchanged<br \/>\ndirectly everywhere. MGS2 explored<br \/>\nwhat human life would become then. It wasn&#8217;t about AI, but interweaving digital data<br \/>\ngaining a will of its own. That was the story. So, well&#8230; 24 years have passed. It has become somewhat of a reality. I didn&#8217;t predict it,<br \/>\nbut rather a future I didn&#8217;t desire, but unfortunately we&#8217;re heading there. &#8220;What do you do to generate<br \/>\nnew ideas and worlds?&#8221; I try to stimulate myself<br \/>\nas much as possible. Movies, books, museums,<br \/>\ntalking to people&#8230; I can&#8217;t vacation much,<br \/>\nso I mix travel with business. Every time I get stimulated&#8230; that sensation links to creation. Sometimes I sit and think all day, but I prefer to see various things. I intentionally change the scenery<br \/>\nI look at. Taking the train<br \/>\nin the opposite direction, or walking backwards. Looking at the street<br \/>\nfrom different angles. Viewing things from a kid&#8217;s height<br \/>\nchanges the perspective. I do those things intentionally. But I love reading and watching movies, so it&#8217;s not a chore at all. &#8220;What is the masterpiece of<br \/>\nmasterpieces for you in film?&#8221; Hmm. I get asked this a lot,<br \/>\nso I&#8217;ve picked one. &#8220;2001: A Space Odyssey.&#8221; Humans meeting god-like aliens. The Monolith appears in it. I rewatch it every year.<br \/>\nCreation is my Monolith. Perfect films are rare,<br \/>\nbut that one is perfect to me. It was released a year before<br \/>\nApollo landed on the moon. It doesn&#8217;t feel old, even<br \/>\nwithout CG or digital tech. It&#8217;s very fresh, scientific,<br \/>\nand philosophical. That&#8217;s my all-time best. &#8220;What does creativity mean to you,<br \/>\nnot as a creator, but as a person?&#8221; &#8220;And from your perspective,&#8221; &#8220;what is the true essence<br \/>\nof creativity?&#8221; I&#8217;d like someone to tell me that. To me, creating isn&#8217;t special. It&#8217;s simply part of my daily life. Like sleeping, eating,<br \/>\nwalking, or bathing. Or using the bathroom. It&#8217;s built into my body. It&#8217;s not unique for me. From waking to sleeping,<br \/>\nI&#8217;m always thinking. When inspired, I instantly visualize<br \/>\nand conceptualize. Then I just go to the office<br \/>\nand bring those ideas to life. Nothing special. I think most professional creators<br \/>\nare the same. If creativity were taken<br \/>\nout of my daily life, I probably wouldn&#8217;t survive. Thank you for watching. I received many questions. While there were<br \/>\nmany familiar questions, there were a few that truly sparked<br \/>\nfresh realizations about myself. It was a great learning experience. Maybe I&#8217;ve been making games<br \/>\nwithout thinking so deeply. These questions changed<br \/>\nmy perspective. 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