Hideo Kojima
Hideo Kojima
Hideo Kojimais a Japanese video game designer, screenwriter, director, and producer. He is the director of Kojima Productions, which he originally founded in 2005, and a former vice president of Konami Digital Entertainment. He is often regarded as an "auteur" video game director...
NationalityJapanese
ProfessionEngineer
Date of Birth24 August 1963
CityTokyo, Japan
CountryJapan
cold nowadays people rivalry war
People nowadays don't know about the Cold War and the U.S.'s old rivalry with the U.S.S.R.
brought concept prisoner simply war
My first concept was for a game in which you were a prisoner of war and simply had to escape. If you were caught, you'd be brought back to the prison. The idea was for a non-combat game.
war fighting battle
War buddies don't exist in the meeting room. It's a battle between a lot of different officers. Some continue fighting when they don't realize that they have been shot.
games senseless war
I won't make games with senseless violence. There has to be a reason for it, such as war.
actions execute gear
'Metal Gear Solid' is, for the most part, an infiltration game. You go somewhere, you execute your mission, then you go back. Those are your actions as the player.
european horror huge
My parents were huge fans of westerns, European cinema, and horror in particular. They wouldn't just show me kids' films.
thankful
Looking back, I am thankful that I didn't go into the film industry.
art artistic aspects dedicated games museums music perceived sort synthesis technology various
There are many museums dedicated to technology, artistic endeavors, music, and that sort of thing. From that perspective, I think games really do have a place as a kind of collaborative art or a synthesis of all these various aspects into a whole, and that, in itself, can be perceived as art.
becomes sustain
With a movie, it's probably easier to sustain intensity and seriousness over the 90-minute duration. But in an open-world game it becomes exhausting, demotivating and even uninteresting for the player.
channels dangerous driven either fall gate house main numerous outside side stories
In Japan, there are storm channels on either side of the main roads. There were so many times when I'd fall into these ditches because I was lost in stories as I was walking along. It's still dangerous for me to drive. I've driven into the gate outside my house numerous times.
coming protect shoot typical
In any game, you have an enemy coming at yourself that you have to shoot. If you go back to 'Space Invaders,' they shoot at you when they come at you, so how are you going to protect yourself? You're going to shoot, and that is a typical videogame.
trying
What I'm really trying to do is create unique characters.
games inhabit main player stories
Stories in which the player doesn't inhabit the main character are difficult for games to handle.
player
My goal is to make a player think, 'I want to reenter this world of lies tomorrow.'