Today, Hideo Kojima presented his keynote at the Game Developers Conference. Titled "Solid Game Design: Making the 'Impossible' Possible," he spoke at length about the development of the entire Metal Gear series, from the first game on the MSX computer to Metal Gear Solid 4 on PS3.
Speaking highly metaphorically about game design, Kojima talked about how hardware has dictated his decisions about the games he's made. The limitations of the first MSX1 with sprite display made him think about a stealth-action game, and thus the first Metal Gear was born. After laying out some less-than-kind remarks about the Metal Gear and Snake's Revenge titles for NES (neither of which he was involved in), he commented on the enhancements made to Metal Gear 2: Solid Snake, which was the first game in the series to feature a radar, 45 degree sight for guards, and an "alert phase" that necessitates hiding.
The next game Kojima wanted to do was a full 3D stealth game- an impossibility on the MSX2. However, his vision was achievable with the release of the PSOne and mainstream 3D graphics. While that game was a success, the time of the PS2 had come, so the sequel released on that system. Kojima talked about making more realistic environments and added some self disparaging remarks about the series' famously long cutscenes.
With Metal Gear Solid 3, Kojima decided to change the environment to make up for the fact that the hardware wasn't changing. As such, he decided to set the game in a natural environment, rather than an enclosed man-made environment. Thus, Metal Gear Solid 3: Snake Eater was born as a "survival" game.
While Kojima was hoping to conclude the Metal Gear Solid series as a trilogy, demand brought him back to make a fourth title. This time, he thought he'd be able to use a "monster" gaming machine to achieve anything he wanted, but eventually had his expectations grounded by the limitations that the PS3 has (using a visual example that drew raucous laughter from the crowd). So, for Metal Gear Solid 4: Guns of the Patriots, he changed up the game again with dynamic battlefield alliances and Octo-camo all set in a new environment: warzones.
"Simply put, Metal Gear was born out of hardware limitations advancing together with hardware to reach new heights," said Kojima.
With all of that said, Kojima isn't done with Metal Gear. While he said that previous designs came out of the hardware, he knows that Western trends have used technology in whole new ways, such as eliminating loading screens. As such, Kojima Productions is looking to change how it designs games, including both Western and Japanese methods for utilizing both hardware and software on "The next MGS."
After flashing up an image that might be Raiden, Kojima announced that Konami HR was looking to recruit at GDC to help fullfil Kojima's desire to make "the ultimate stealth game."
Thanks to Joystiq for the coverage.






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