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Kojima Says He Couldn't Have Gone Back to Linear Games with Death Stranding After Metal Gear Solid V

Kojima Says He Couldn't Accept Gone Back to Linear Games with Death Stranding After Metal Gear Solid V

Hideo Kojima went up on Geoff Keighley's gamescom 2019 Opening Night Live stage to unveil some new characters and gameplay footage of Death Stranding ahead of the Nov eighth release on PlayStation four.

Kojima-san too spoke with some of the printing while he was in Cologne. For instance, in an interview published by High german site 4Players, Hideo Kojima said he just couldn't have gone back to a linear game with Death Stranding after implementing open globe design in Metal Gear Solid Five: The Phantom Pain.

Well, later on experiencing an activity game in an open earth, yous can not just go back to other things. That'southward what I thought. Because of the interactivity. Of course, at that place are other ways to brand a game. A linear game for instance. However, I can not go dorsum later having had the experience of having a large-scale world in a game. The problem, still, is the technology. Of class it is technically difficult to create an open world. The player has the greatest possible freedom in an open globe. Therefore, you are never really sure what the histrion will do. In this context, storytelling in an open-globe game is the biggest challenge. As there is more and more freedom, it means that the story sometimes gets in the way of a distraction. Then in Phantom Pain I started with a kind of experiment by starting linear. And once the world opens, the story fades in one style. Some Hideo Kojima fans were not happy that the story takes a back seat. But this was done very consciously. This time was the biggest challenge and the biggest obstacle: it's an open globe, but at the same time we do not desire to reduce the importance of the story, so fans of Hideo Kojima games will not be disappointed.

Then the interviewer asked Kojima if he would always consider working with the customs while developing one of his games in the futurity. Unsurprisingly, the creator of Metal Gear Solid doesn't want to hear any of it.

For me, this is not an option. If I did, I would non be able to try new things. When starting a new project, the worst enemy is usually your family. Family in the sense of your employees or your confidants. They say, "Oh, that will not be a success. Nosotros've never seen this kind of game before. "But that's the point when you create something new. I only give these people the opportunity for demos or presentations when my vision has been incorporated into an appropriate level environment. When the game is somehow packed into level structures that brand me feel comfortable sharing my thoughts, we watch the reactions and mind to the details like, "Oh, the controls should be like that, or the user interface like that." And of course I'll listen, but the core volition not change.

Source: https://wccftech.com/kojima-says-he-couldnt-have-gone-back-to-linear-games-with-death-stranding-after-metal-gear-solid-v/

Posted by: reedythrome.blogspot.com

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