Kojima: Games shouldn’t try to tell stories

Discussion in 'User Submitted News' started by soulx, Jul 27, 2012.

  1. soulx

    soulx GBAtemp Legend

    Apr 4, 2009

    “It’s very difficult to implement a storyline into an interactive game,” he said. “I actually think we shouldn’t do that. I am not trying to tell a story.”

    Kojima said how it’s more important that a player empathizes with a character in a given situation. It’s about allowing the player to feel, rather than showering them with plot points.

    “You are inside a story, an environment, and acting as a certain character,” he said. “And what that character is feeling inside that environment is what I want the players to feel as they play the game. Within that environment I want the players to not only have a fun and exhilarating experience, but also think about many different things. That’s my concept.”



    What's Kojima smoking?
  2. tatripp

    tatripp GBAtemp Fan

    Mar 15, 2009
    United States
    I think (although I may be wrong) that he is trying to keep video games apart from movies. He wants the player to be in the action instead of an observer. Or maybe he is smoking something
    4 people like this.
  3. GameWinner

    GameWinner Take your heart

    Jun 14, 2009
    United States
    That "The Office" GIF is my reaction right now.
  4. SuzieJoeBob

    SuzieJoeBob NOT a New Member

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    Dec 20, 2008
    United States
    Question for this unintelligent man: how does one feel empathy if there isn't any plot to go by? That is the equivalent of telling someone to be emotionally impacted by Angry Birds or Minecraft.
    10 people like this.
  5. chavosaur

    chavosaur Austin Trujillo

    Mar 11, 2012
    United States
    Huntersville, NC
    Idk about yall, but when a game has a storyline that pretty much makes it like a movie, its pretty badass. My case in point, Arkham City.

    1 person likes this.
  6. emigre

    emigre Oh Jeremy Corbyn

    Jan 28, 2009
    United States
    Kojima is just trolling...again.
    6 people like this.
  7. Joe88

    Joe88 [λ]

    Jan 6, 2008
    United States
    now I know why no one can understand the mgs story line
    12 people like this.
  8. Tom Bombadildo

    Tom Bombadildo Honk!

    pip Contributor
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    Jul 11, 2009
    United States
    I forgot
    ...What? I just...what??
  9. EZ-Megaman

    EZ-Megaman Likeanator

    Aug 11, 2009
    Rather than saying that games shouldn't tell stories, I think that he's trying to say that he's more skilled at creating fun games instead of good stories.
  10. SuzieJoeBob

    SuzieJoeBob NOT a New Member

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    Dec 20, 2008
    United States
    I just told my mother this, and she said "How the **** does this man expect to get anywhere in life? His comment annoys ME, and I'm not even one of the people he is trying to sell his product to!"
  11. DragorianSword

    DragorianSword GBAtemp's #1 Gunter

    Oct 31, 2008
    Yeah that's more or less what I got out of it too.
    He's saying the game doesn't need a very ellaborate plot as long as through the gameplay you get the feeling that you are the character and experience exactly what he is experiencing.
    For example in a horror game, you're in a dark room with eerie lighting and creepy music and you kinda feel the fear that the person you're playing must be experiencing.
  12. DS1

    DS1 伝説の雀士

    Feb 18, 2009
    United States
    Well, once again some BS website posts a 'hurr hurr, look at this hypocrite!!' soundbite as news. I don't have time to find the interview that this came from right now, but I think some people here would be interested in the actual project: http://criticalpathproject.com/
    Seems to be some stuff in there that will inspire even more genius comments. Looks like Beefjack and Kotaku have a few field days ahead of them!
  13. Clarky

    Clarky Don't you know who I think I am?

    Oct 4, 2007
    United States
    probably trolling, although it wouldn't suprise me if he is saying he uses similar concept to Miymoto where he tries to build a game first then build a story around it, like how the first Metal Gear had to be a stealth title because the MSX wouldn't handle as much action as he wanted and how Metal Gear Solid 3 became what it did because Konjima was fed up of using indoor locations and corridors
    1 person likes this.
  14. Zarcon

    Zarcon .:~Enigmatic Wanderer~:.

    Former Staff
    Nov 6, 2002
    Toronto, Ontario
    You can't empathize with anyone in real life?
    You know, since real life isn't a story.

    Not having a story doesn't mean a lack of direction or emotional connection.
    It's the difference between a story and a narrative.
    You can have a great story and a bad narrative or a bad/no story and a great narrative.

    You can watch a war documentary and feel empathy, anger, all sorts of emotions right?
    But documentaries don't have a story. They don't have a plot.
    They do tend to have great narratives though. They link events together with a central theme.

    In terms of games it'd be like having a more immersive experience. A horror game doesn't need a plot for you to share the feelings of fear and anxiety. You don't need a story to empathize with a character suffering horrible things.
    5 people like this.
  15. [M]artin

    [M]artin .

    Nov 7, 2006
    United States
    I love ya to death Kojima but, please, shut up. :lol:
  16. DiscostewSM

    DiscostewSM GBAtemp Guru

    Feb 10, 2009
    United States
    Sacramento, California
    Maybe he's talking more about the mix of story telling in the interactive portions. That, imo, restricts what can be interacted when the sequence is more or less scripted, and doesn't offer much in terms of being interactive, as you have to follow the script.

    I'm just trying to guess what he meant.
  17. Rydian

    Rydian Resident Furvert™

    Feb 4, 2010
    United States
    Cave Entrance, Watching Cyan Write Letters
    I agree with his point, I just don't think he worded it correctly. His point is about the distinction between having a story the player feels like they're in, and having a story separate from the player.

    Empathy is a lot more more powerful than sympathy.
    This segment has information on the subject, getting a player to think and feel things for themselves, not being told the character they're playing should be feeling a certain way.

    Getting a player to look at a character's plight being told to them and think "oh, that's sad", is one thing, but getting a player to actually feel for a character, understand what they're going through, and be affected by it... that's more memorable for the player. The player cares about the story more, about the characters more, about the game. I've played games where "OH GOD THE WORLD IS ENDING" and I'm just "meh, I'll beat the game eventually" because I don't really care, but then I've played games where I really feel some sort of connection to the story and I have an urge to finish it or complete certain sidequests.
    2 people like this.
  18. Qtis

    Qtis Grey Knight Inquisitor

    Feb 28, 2010
    The Forge
    A good story makes up for bad mechanics in most cases. Good mechanics don't make up for a bad story. Otherwise CoD would be the number one game around the world with RPG fans.
  19. haflore

    haflore aeternaliter fluxa

    Dec 4, 2009
    United States

    I kinda see what he's saying though... If you look at the original MGS, the story was essentially: "Evil bad guy terrorists have access to a mobile nuke launcher. Kill them.Stop them from using it to hold the world hostage."
    The impact came from the way that story was presented and the relationships of the characters involved in it.
  20. Issac

    Issac I

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    Apr 10, 2004
    and dear mr. kojima, tell me again what you wanted to be when you started your career, and what metal gear was in your eyes..

    [hint: he wanted to be a film maker, and metal gear was the substitute for the movies he wanted to make, and to be able to tell a story]