Curator's Note
Following the success of Metal Gear Solid (1998), Hideo Kojima became an auteur-like celebrity with a divisive reputation. What is perhaps most distinctive about the designer's oeuvre is his embrace of video games as a composite medium. His games combine rule-based systems, non-linear elements and elements adapted from linear narrative media. Because the adapted elements hereby retain many of their original characteristics, this results in a playing experience shaped by frequent changes between different forms of player engagement and linear narrative elements. This puts Kojima at odds with audiences who might find both his linear style of narration and apparent disinterest in a more seamless presentation to disregard video games' unique possibilities.
Almost Kojima's entire oeuvre presents diegetic scenarios in which real and fictional events are intertwined. Thematically, the games frequently deal with the effect of technological developments on society. In this, the themes do not only reflect the designer's interest in technology but also his upbringing in post-World War II Japan. While the scenarios themselves appear modeled after Western popular film, they also include elements like cyborg ninjas or abrupt changes in the narrative tone, which are more strongly associated with Japanese popular culture.
Beginning with Metal Gear (1987), Kojima's design of ludic rule-based systems can be described as procedural adaptations (Weise 239) of popular film. This stretches from the simple shooting segments of his early visual novels to the complex stealth-based gameplay of later Metal Gear titles. The Metal Gear series' development further suggests Kojima to be neither particularly interested in the iterative design process typical for video game sequels, nor in the balance of their rule-based systems. Rather, rule-based elements were frequently discarded rather than refined, and the games often allowed degenerate strategies (Salen/Zimmerman 241).
It remains to be seen how Death Stranding (2019) will fit into this. After Metal Gear Solid 4: Guns of the Patriots (2008) there was a marked shift in Kojima's games towards a greater focus on rule-based systems and away from cinematic bombast. Trailers for the upcoming title have so far centered on highlighting the recruited Hollywood talent.
References:
Salen, Katie & Zimmerman, Eric. Rules of Play: Game Design Fundamentals. MIT Press, 2004.
Weise, Matthew: “The Rules of Horror: Procedural Adaptation in Clock Tower, Resident Evil, and Dead Rising.” Horror Video Games. Essays on the Fusion of Fear and Play, edited by Bernard Perron, McFarland, 2009, pp. 238-266.
Comments
On degenerate strategies
Hi! Great read! I was very captivated by your reference to degenerate strategies from Salen and Zimmerman. I quickly looked into that text and I understand that degenerate strategy is a mode of playing a game that exploits the game architecture (especially if very complex) so that players avoid losing, and always win (in a broad sense).
It had me thinking because while it makes sense from the standpoint of game design to call these strategies degenerate, from a more vulgar perspective I always thought of them as possibilities offered by a complex game, rather than as forms of exploitation, and as a testament of players' inventive, skills, and knack for improvisation, rather than to that seemingly snarky thing that is implied by the word degenerate.
Impressions prompted by language aside, however, I wonder if Kojima's opening (desired? Or not?) to degenerate strategies (I am thinking of The Phantom Pain here for example) is in fact the sign that playing his games is about more than "traditional" game design can suggest: is the experience of playing with more complex games by Kojima something that in a way - not completely, but at least in an important sense - transcends the usual expectations we have toward playing video games? Because if so, then maybe this could add/enrich our reference to him in romantic/authorial terms.
re: mgsv and balancing kojima's style
Hi Claudius,
I appreciate the concise look at Kojima's over-all style you've provided here. I have often wondered at the ways Metal Gear Solid games, either moment-to-moment or between whole sequels, can indulge in both cinematic bombast and mechanics rich gameplay as well. I remember this being especially jarring in Metal Gear Solid 4, where cutscenes nearing an hour in length would end and the time to inch along the desert floor while managing camo and a hurt-back would begin again, lol.
Metal Gear Solid V interests me in how the hours of storytelling through cutscenes or scripted segments comprise a significantly smaller portion of your time spent with the game, especially when considered as the follow up to Metal Gear Solid 4 and Peace Walker. I put something nearing 100 hours into that game, and youtube videos compiling all the cutscenes and dialogue in the game tell me that only around 5 hours of that was spent watching and not playing. MGSV is just a gigantic game, and the most mechanics focused in the series, so it seems to me a sort of anomaly. If MGSV was meant to be the biggest in the series yet, I would have guessed Kojima would like that to be across story and gameplay. But I think it's commonly believed that MGSV is conspicuously minimal in the story department. Remember those MGS4 in-game commercials, haha
I so wonder what Death Stranding will be in regards to Kojima's major stylistic traits, as you have laid out here. I kind of miss the long story segments of MGS4 and Peace Walker, but I don't think I would want them at the expense of gameplay either. I guess it is a question of Kojima's developing style, was MGSV's minimal story a real sign of his shifting interests, or was it something else. What's most interesting about Kojima's style to you, Claudius? What's the balance you hope Death Stranding will strike?
Thanks for writing this up! Was real cool to read :)
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