"Kojima's 'Forgetting Game': Play Too Long, Lose Skills"
Hideo Kojima's Japanese radio podcast, KOJI10, offers a unique window into the creative mind behind iconic games like *Metal Gear Solid* and *Death Stranding*. In the latest episode (Episode 17), Kojima delves into how real-time mechanics can enhance video game experiences, reflecting on past implementations and sharing innovative ideas that haven't yet been realized. One intriguing concept he disclosed was a feature he considered for the upcoming *Death Stranding 2: On The Beach* but ultimately decided to scrap.
Kojima is well-versed in integrating real-time elements into gameplay. He cites examples from *Metal Gear Solid 3: Snake Eater* on the PS2, where the game's realism was heightened by the spoilage of fresh food over real-world days. Consuming spoiled food could make protagonist Snake ill, or players could use it strategically as a weapon against enemies.
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Another notable example from *MGS3* is the boss battle against The End, where players could exploit the system clock. "Though a formidable foe, waiting a week in real life would result in The End's death due to old age," Kojima reminisces. Indeed, loading a save after a week would trigger a cutscene where Snake finds The End deceased.
Kojima also revealed a scrapped concept for *Death Stranding 2*, where Sam's beard would grow over time, necessitating regular shaving to avoid an unkempt appearance. However, due to star Norman Reedus's image, Kojima decided against it. "I might use this idea in another game someday," he muses.
Beyond these reflections, Kojima proposed three innovative game concepts that hinge on real-time mechanics. The first is a life-simulation game where players age from childhood to old age, impacting their physical abilities and strategic approach to gameplay. "As you age, you'll become weaker and your vision will decline, but you'll gain more knowledge and experience," explains Kojima, acknowledging that while the concept is intriguing, it might not be commercially viable. Nevertheless, his co-hosts expressed enthusiasm for such a "Kojima-like" game.
Another concept involves nurturing products like wine or cheese, requiring long-term engagement akin to an idle game. Conversely, Kojima also envisions a "forgetting game" where the protagonist loses memory and skills if not played regularly, challenging players to complete it swiftly or face the consequences of forgetfulness.
As *Death Stranding 2* is set to release on June 26, fans are eagerly anticipating how Kojima will continue to push the boundaries of game design. For more insights, check out our interview with Kojima and our impressions after playing through the first 30 hours.
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