Hideo Kojima's Japanese radio podcast, KOJI10, offers fans a unique glimpse into the mind behind iconic games like Metal Gear Solid and Death Stranding. In the latest episode, Episode 17, Kojima delves into the fascinating concept of integrating real-world time mechanics into video games. He not only revisits time-related features from his past projects but also shares intriguing ideas that were considered but not implemented, such as an unused concept from the upcoming Death Stranding 2: On The Beach.
Kojima is well-known for his innovative use of real-time mechanics, as demonstrated in 2004's Metal Gear Solid 3: Snake Eater for the PS2. Here, the freshness of food in the game would deteriorate over real-world days, adding a layer of survival realism. Consuming spoiled food could severely affect Snake's health, but players could also cleverly use it as a makeshift weapon by throwing it at unsuspecting enemies.
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Another example from MGS3 is the strategic use of the system clock during the battle with the elderly sniper, The End. Kojima recalls, "Although he is a really tough boss, if the player waits a week, The End will die of old age." Players who load their save a week later are greeted with a cutscene where Snake finds The End deceased, showcasing a unique approach to time-based gameplay mechanics.
Kojima also disclosed a concept initially intended for Death Stranding 2, where the protagonist Sam's beard would grow over time, necessitating regular shaving to avoid an unkempt appearance. However, this idea was scrapped to maintain the cool image of the character, played by Norman Reedus. Despite this, Kojima hints that such a mechanic might find its way into future projects.
During the podcast, Kojima proposed three novel game concepts that revolve around real-life time passage. The first is a life simulation where players start as children and age into elderly adults, affecting their physical abilities and strategic gameplay. As players grow older in-game, their characters gain wisdom but lose physical prowess, necessitating different approaches to combat and survival. While Kojima humorously remarked that "no-one would buy it," his co-hosts showed enthusiasm for the concept.
Another idea involves a game where players must nurture something that matures over time, like wine or cheese, suggesting a background or idle game format that encourages long-term engagement.
Lastly, Kojima introduced the concept of a "forgetting game," where the protagonist gradually loses crucial knowledge and skills if the player doesn't play regularly. This mechanic would create a sense of urgency, as prolonged breaks could lead to the character forgetting vital abilities, such as how to use a gun or their job, ultimately resulting in immobility. Kojima jokingly suggested that players might need to take time off from work or school to keep up with the game's demands.
With the much-anticipated release of Death Stranding 2: On The Beach scheduled for June 26, many fans are eager to see how Kojima's innovative ideas will shape the gaming experience. For more insights, don't miss our interview with Kojima and our impressions after playing through the first 30 hours of the game.