Hideo Kojima's Japanese radio podcast, KOJI10, offers a unique window into the mind of the visionary behind Metal Gear Solid and Death Stranding. In the latest episode, Episode 17, Kojima delved into the fascinating topic of how real-world time can be integrated into video game mechanics. Not only did he reflect on time-related features he has previously implemented, but he also shared intriguing concepts that have yet to see the light of day, including an idea that was ultimately cut from the highly anticipated Death Stranding 2: On The Beach.
Kojima has long been an innovator in using the internal clock of gaming consoles and PCs to enhance gameplay. He cited two memorable examples from 2004's Metal Gear Solid 3: Snake Eater on the PS2, designed to heighten the survival experience in a jungle setting. The first was the spoilage of acquired fresh food after a few days in real life, adding a layer of realism where consuming rotten food could make protagonist Snake violently ill, or players could creatively use it as a weapon by throwing it at hungry enemy soldiers. The second was the use of the system clock in the iconic boss battle against the elderly sniper, The End. Kojima noted that if players waited a week in real time before resuming their save, they would encounter a cutscene where Snake discovers that The End has succumbed to old age.
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Kojima also revealed a scrapped idea for Death Stranding 2, where protagonist Sam's beard would grow over time, requiring players to shave it to keep him looking neat. However, due to the star power of Norman Reedus, who plays Sam, Kojima decided against making him appear unkempt. Yet, he hinted that this concept might find its way into a future project.
During the podcast, Kojima proposed three innovative game concepts centered around the passage of real-world time. The first was a "game of life" where players start as a child and age into an elderly person over time, affecting their physical abilities and strategic approach to combat. Despite his humorous remark that "no-one would buy it," the concept sparked enthusiasm among his co-hosts.
The second idea involved a game where players cultivate something that matures over time, like wine or cheese, suggesting a potential idle or background game experience. Conversely, the third concept was a "forgetting game" where the protagonist loses crucial information and abilities if the player takes extended breaks, culminating in the character's inability to move if neglected for too long. Kojima jokingly suggested players might need to take time off work or school to keep up with this game.
As fans eagerly await the release of Death Stranding 2 on June 26, many are likely to take time off to immerse themselves in Kojima's latest creation. For more insights into the upcoming game, be sure to check out our interview with Kojima and our impressions after playing through the first 30 hours.