Citation :
Interview with Hideo Kojima given by Geoff Keighley:
E3 Interviewer (Geoff Keighley): So everyone on the team would submit an idea to you and they would write in a notebook and you would sort of review the ideas the next day and make little notes on them like a professor commenting on students ideas for game play and game design. I was wondering if you could still do that today and how things have sort of changed since PS3 in terms of how you structure your team?
Hideo Kojima: Actually we have staff doing that for all the staffs. However I do let them do this almost as homework for the very young people who come into our studio. However people stop doing it after one or two years so unfortunately this is not a continuing thing were doing right now.
Since we dont do this idea of the notebook thing anymore, what we do is we have this concept strategy meeting once a week, and everyone gathers together with their ideas. We call this actually the Revolution Meeting of course this has nothing to do with Wii. *some laughter*
Geoff: Excellent. Now this game is on the PS3 and obviously you blew everyone away with what you were able to do on the PS2 in terms of graphics. Cliffy mentioned that it was an amazing game that we had premiered with the MGS2 trailer here at E3 that one year. I still remember that one, but with the PS3 we obviously know there will be greater graphics. How do you think game play is going to change with the PS3, and what youre able to do with next-gen technology, and the Cell processor and whatnot?
Hideo: Well actually we dont really think about the hardware first. It wasnt about PS3 first it was more about our MGS and how we should evolve. Our next MGS was always how we think and approach, so then after that follows the revealance of the PS3 specs now and then. So then we think how can we put in our idea, our Metal Gear idea, into this PS3 spec. So we think as MGS our planning comes first then the machine comes first so it doesnt really matter what the hardware is.
Geoff: So for MGS 3: Subsistence you experimented with new camera angles. Can you sort of tell us a little bit about what youre doing for game play with MGS4 about what is new about it? How youre sort of reinventing it?
Hideo: Well actually I can not reveal so much of our secrets right now. However I can say that we are changing the system completely. The MGS 3 system we have was really good, however were not just going to try and evolve using this old engine. We tore this apart and were creating the new engine from scratch. Were creating a whole new game play for MGS4.
Geoff: You talk about how youre going to decide what kind of MGS ideas you want to do first then you decide on the hardware. I know last year there were a lot of comments recorded of you saying this game is on the PS3 but it could be done on the Xbox 360 or other systems potentially. Is this what you still believe that it could be done on Xbox as well as PlayStation?
Hideo: Well yes I still believe so. We could probably create MGS4 on the 360. Of course the essence, but it could be a little different. We could try to bring the MGS feeling onto any platform, and perhaps maybe Wii could be possible as well.
Well well try to call it Metal Gear of War if we get it on 360! *everyone laughs*
Geoff: Youre also doing a Metal Gear, youre not going to see this year, for PSP which I was very excited about. Is that all going to link up to MGS4 for PS3?
Hideo: What were trying to do you know we have three big projects; MGS4, PSP MG Portable Ops (POP), and MG Online Concept. All of these three will link together.
Geoff: Interesting. The games will have the same characters or are you going to be able to if you have all the games have special added features? How will they link together?
Hideo: Yes. You know using the online maybe get the characters from this world to that world, but were trying to think of the whole linkage between the whole Metal Gear world. You know back and forth you could go to this game and to that game. Thats what were trying to aim now.
Geoff: So going back and forth youve done a lot of that in terms of the Metal Gear stories. You know MGS4 obviously takes us into the future. I want to ask you in terms of the story and to the message you want to convey in games. I know you sort of always have a social message to your games whether it be the importance of family or your commentary on war and politics. What is the message that you want to convey with MGS4?
Hideo: We always have antiwar, antinuclear in all our series and this will still remain to some extent in MGS4. What were trying to represent/have in MGS4 is you know after 9-11 people say war has changed, but were going to try and draw a little bit more far into the future. In other words the next war that we predict is going to be one of the themes in MGS4. So the world is set so its not about your nationality or fighting for some ideologies. Its about having mercenaries and alias team up. Basically kind of a war mostly based on business sort of. That is the kind of society it is and thats what we are trying to draw upon in MGS4.
And you know from all the past Metal Gear series we had this kind of theme where of what to pass on to our next generation was one of the themes. This time its a little bit different, meaning what not to pass on to next generations is kind of a hidden theme in MGS4.
Geoff: Now in the trailers that have been released and the trailer that we saw at Sonys press conference is the reappearance of Raiden who was a controversial character in MGS2. Fans didnt necessarily seem to take a liking to him or something, but very controversial none the less and a bit of a surprise that he was in that game. Why bring him back for this game?
Hideo: Anyone here likes Raiden? *couple people raise their hands* *Hideo and crowd laugh* Not so much! Well in MGS2 he had his role which was part of the game design that you play Raiden. Actually in Japan Raiden as a character was very popular, but we realized that in the States and also in Europe he wasnt your favorite character.
You know we understand that thats one side of Raiden that you saw in MGS2. We still think that there are parts that when you see it from a distance or from a different angle, youll have a total different perception of Raiden. What we want to do in this one is that well change view of Raiden and well change the way you probably feel about Raiden. Well try to make him look cool and try to make it so that you will love him.
And you know on the other hand that maybe some people already saw the trailer or well show the trailer now, but you know Raiden comes up and he looks pretty cool, but if he looks to cool maybe theres a possibility that Snake might not look cool so we dont want to do that. We may want to rethink about Raiden looking to cool.
MD Ubisoft/Paris Studios (Xavier Poix): Will he get naked again!? *some people laugh*
Hideo: I dont know. Maybe
*everyone laughs*
Geoff: Now from what weve seen of the trailer he goes through a progression as well and an older Snake. Can you explain a little bit about Snake and how he evolves as a character?
Hideo: Well I really can not speak about his background and storyline of Snake in MGS4. What I can say is that its Old Snake still in battle and still fighting. Please think of it as hes me. Im 43 and Im still doing game design, Im still creating games, and Im still getting old. I want to reflect Snake as myself, and at the same time I want to get this message to my personal team staffs as well and teach them something. So thats kind of like a hidden theme as well that Snake is me.
And also the fact that in Japan you know a lot of people are getting old and not so many new populations are popping up. Meaning I want to have this Snake to cheer up the old guys in Japan as well. *some laughter* I have to put that message in.
Geoff: Excellent. So are we going to be playing Snake through out the whole game or are we going to play some as Raiden? Any hints?
Hideo: Well everyone doubts that even if I say that you know youre going to control Snake, everyone doubts that Im going to lie again and you get to control Raiden, but this time I promise you youll only be controlling Snake. Raiden will be your supporting character and he will devote his life in supporting Snake.
Geoff: All right. Some interesting hints. Now I know you brought something special with you today to show us a preview of the game. Why dont you set up what youre about to show us.
Hideo: It will basically be a 15 minute MGS4 trailer. At the very beginning there will be the scenes from the Tokyo Game Show trailer. That part was you know created from dev. kit. However the other parts are from the real time from actually the PS3. Probably the last model that we get or closest to the last model that we get. So other than the TGS part the other parts are real time on the PS3.
Well of course we would like your understanding that still you know we have some frame problems or glitching problems. This is also because of the reason of my loveable staffs working on the last week trying to put all the effects and everything in, and as a result these glitching and something might appear. However in the final version I promise you that our staffs will be able to take away all these issues and show you the cleanest demo possible.
So the last trailer at the TGS version was kind of like a demonstration to show how much PS3 could do in graphic wise. This time its a little bit different. We concentrated on more of the world that we want to present in MGS4, and also a little bit a part of the story parts. So thats the trailer were going to show you now. And of course not to mention that this trailer is created especially for the ones who dont like Raiden, to like Raiden. *some laughter*
Geoff: Lets see if you can convince us. Alright shall we take a look at this now? So this is a special preview of MGS4.
*Plays 15 minute MGS4 Trailer* *Everyone claps & cheers at the end*
Once the lights come on they allow a couple of people to ask questions about the games the developers have shown. Unfortunately the only guy that asked Mr. Kojima a question didn't ask a really good one. However Mr. Kojima doesn't just give a short answer and explains it in detail.
E3 Attendee: This question is for Mr. Kojima. Your team is consistently able to achieve a ridiculously high level of graphic quality in your games. I was just wondering how you are able to do that, that you are able or willing to share with the panel; the audience sorry!?
Hideo: Well were not aiming to you know on the graphics side of things. What were trying to represent in any of our works is the importance of the likeness, or the air, or the atmosphere so to say. So its not all pretty graphics. Sometimes we deliberately dirt them so to say and make them dirty. You know change the color or even change the texture of the finished, not just clean, crisp, bright graphics. Thats probably why it looks a little real.
So one example is that helicopter scene you saw actually we did you know we looked at the real helicopter, and the graphic team worked really really hard to even recreate the inside of the helicopter very detailed and is actually very detailed. What happened was that myself and the art director, Yoji Shinkawa, decided to kind of blur that out because we thought that the lighting in the fact of the darkness, the brightness, and the contrast is much more important. The actual team did the detail work so were a little bit disappointed actually. (JAG~MeOff: What he means by disappointed I dont know?)
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