The Cult of Hideo Kojima
eurogamer.net
eurogamer.net
Maybe Kojima deserves credit for knowing how to market himself.
Say, that's the really interesting question. How did he get Konami/Sony to feature his name everywhere?
There are like two well known names in the gaming industry... Hideo Kojima and Sid Meier. How did they do it?
I think in the SM case, it eventually became a name-licensing deal kind of like Clancy, where the person attached to the name didn't actually have anything to do with the games. But still, it's a significant difference from other gaming celebrities where it's only really those following the industry who are aware of them.
There are many famous game devs including Shigeru Miyamoto, Todd Howard (I'm not sure if you were joking in your first comment because he definitely used to have a cult following), Peter Molyneux, Gabe Newell, Carmack and Romero, Will Wright.
One could argue that Quake's tone set the tone for half-life, which was a big advance for narrative storytelling in the medium, which means half-life in turn heavily influence the tone of the medium in future generations. There is a bit of a void in this thread that things run into after ~2010 where things like tone and storytelling are washed away in most games. Romero's influences were games of the time, but also HP Lovecraft. A lot of what is in Quake and Doom feels pretty original and influential. I'd be happy to be corrected though.
As for the most influential game designer, Miyamoto by a country mile. His games established or refined the modern vocabulary of the medium.
Well, I consider myself a serious gamer but I have no idea who Todd Howard is... <googles>... oh, Bethesda.
That kinda proves my point because I have bought and played most Bethesda titles. Had absolutely no idea who the lead designer/director was though.
However, I absolutely knew about Kojima from MGS 1 onwards...
You forgot Warren Spector btw :) But there was no "Peter Molyneux's Black and White", or "Will Wright's The Sims". Was there?
The idea of the genius designer is therefore much more prevalent in smaller indie studios, where somebody makes an innovative game basically single-handedly, and then becomes known throughout the community
Kojima got away with it because his eccentric egotism meant that he could put his name down hard and fast before that privilege was taken away. And while Konami were trying to take it he made a point to put his name on everything even more so that when they did show him the door he'd have an exit strategy. He's one weird dude but at least his games are art and was the one person to be able to tell a publisher to eat dirt.
That said, there are of course exceptions— thinking Jonathan Blow and Edmund McMillen. But even in those cases, their name recognition is probably more about them having been featured in widely-watched documentaries than because their names are front-and-centre in their creations.
When Notch sold Minecraft, the reason he gave was that he didn't want to be a symbol#. I think in our hyper-connected world, shared narratives can grow like viruses spread. And people can easily lose control of how they are perceived, and what they represent. Kojima and Notch both represented daring, avant-garde creators, with vision and creativity strong enough to go head to head with soulless corporations. But in reality, it just lead to really high expectations for Death Stranding and major shocks to Notch's life.
I'm not sure how creators in the future can avoid things like this. The internet sure as hell won't get anymore nuanced, and corporations won't get any less soulless. A lot of people love the idea of fame, but I think in reality it just means you have no control over the narrative of your life.
# https://qz.com/265753/minecrafts-creator-sold-out-because-he...
This is an interesting retelling of Minecraft if you'd ever seen or played Infiniminer first.
There wasn't much "daring" or "avant-garde" about Minecraft. Right place, right time for a toy side project, which mildly iterated on the last thing in that genre, to blow up. That doesn't mean that Minecraft isn't good (it is, and it works even better as a platform for mods on top of it) and it doesn't take anything away from Notch (though his hot-garbage bad-human behavior over the last few years certainly should), but comparing that kind of thing to Kojima's output is pretty dang revisionist.
Notch's accidental status as a symbol by stumbling onto a refinement of a Zachtronics game really drives home this phenomena.
Even though I love a lot of Kojima's work, I think that we see a similar phenomenon there and that phenomenon is comparable. Kojima certainly continues to have an outsized impact on the industry despite very limited output. Death Stranding is outrageously well-funded and supported despite being... well... I mean I'm playing it and I like it but I don't think it's a game that'll have more than cult status.
It's ironic really, because there are so many heroic indie creators hanging on by their fingernails in the industry pushing out amazing game after amazing game while the industry and market as a whole glorifies this condition even as it abuses workers with terrible working conditions (and worth noting: some of the worst comp in the software world). Meanwhile the fandom and press seem content funneling all those hopes and dreams for brilliant creators into a few avatars.
It's funny, because Zachtronics might be doing some of the more "daring, avant-garde" stuff in games now. Guy doesn't seem at all bitter that a knockoff of his game took off and made somebody else a billionaire, either, which is to his credit.
I don't disagree that Minecraft owes a LOT to luck (what doesn't at that level of success), but I disagree heavily with the idea it was merely a "toy side project which mildly iterated on the last thing in that genre".
Infdev was not the game it is today, IMO.
When I think of "avant-garde" games, I think of games like Katamari Damacy, or Untitled Goose Game or Feather. Maybe Ridiculous Fishing.
I can't think of a single thing avant-garde about Kojima's games. Or Minecraft tbh, though I'm significantly less familiar with Minecraft.
Metal Gear Solid 2 probably counts for a lot, IMO. To an extent it might have some "Seinfeld is unfunny" to it today, but when it came out there was just nothing like it as a downright subversive story and experience. Still kind of isn’t.
That isn’t, of course, to take away from the games you mention, because those are all great games. But Kojima’s stuff fits that description for quite a few reasons, too.
(Agreed that Minecraft doesn’t belong, though, and I am very familiar with it. ;) )
Metal Gear Solid 2 was the sequel to Metal Gear Solid, one of the most celebrated action games of all time. In MGS you play as Solid Snake, a badass special forces operator. It would have been very easy for Kojima to make "Metal Gear Solid" again. In the sequel, it seems to be going that way, since you start out playing as Solid Snake again, but relatively early in the game you switch to playing as Raiden, a dude who kinda sucks compared to Solid Snake (he's a rookie, he's not cool, he whines, he loses his clothes, etc). Raiden represents you, the gamer, the person sitting in front of a screen play-acting at being a badass special forces operator. Raiden gets orders from the colonel and follows them unconditionally, without realizing it's a simulation; but that's exactly what you, the gamer, are doing. So in a way I think MGS2 is Kojima taking a jab at his own fans, the ones who didn't appreciate the anti-war message of MGS. I think there was an interesting meta-narrative that hadn't been done before in games, as far as I know. I know meta-narratives had already existed for a long time in literature, but the active user involvement in gaming adds another layer of meaning.
I would also say that the game had a pretty prescient understanding of memes and fake news, considering it came out in 2001.
This article by the incredible Tim Rogers, makes a really compelling case for why MGS2 is avant-garde, and why it’s so special.
He didn't want to be a symbol, so he became a billionaire instead
He's basically showing us what impressionism / magical realism looks like dressed up as a AAA video game. He focuses on themes and emotion rather than then who/what/why of the story. His games are subversive as fuck; Death Stranding is a game about how the modern world has isolated us from other people, and the only way out of that grey and black world is by reconnecting with individuals. By doing so, you can literally carry more weight -- the "weight" you have to carry around and balance is literally a stand-in for emotional weight. The more people you connect to, the more you can withstand. Every funky random mechanic that seems random in his games is a metaphor for something.
There's a line of dialogue in Death Stranding that exemplifies this and wouldn't exactly be spoiler-ish, but I'll err on the side of not including it just in case.
This seems in stark contrast to Kojima, who based on the number of times his name appeared in his previous game and other factors, is extremely focused on building his personal brand.
His latest game death stranding was panned by most people, rightfully so since it's just a walking simulator. The game before that, MGS V also clearly a game cut short and made with the skeleton of whatever the real target was. We ended up with a mission select repetitive playground, but not a real MGS game.
If anything I hope konami comes back to making games, they own a lot of amazing IPs.
I'm curious; even if someone's last game was a bit of a dud sales-wise, is it really reasonable to vehemently punish someone that has a proven stellar track record that you've depended on for years?
Example: Hironobu Sakaguchi
Sakaguchi is the father of Final Fantasy; but after the movie "Final Fantasy: The Spirits Within" was a complete flop, his career at Square-Enix (then Squaresoft) was over, and he was relegated to the back office. The last FF he created was FF9, and you can see how things progress from there.
It would be much more logical to have said "ok Sakaguchi, we have learned from this mistake. Let's try and do better on the next one", and continue onwards. But maybe I have the benefit of hindsight shrug
Clearly not.
https://www.metacritic.com/game/playstation-4/death-strandin...
> rightfully so since it's just a walking simulator.
I haven't played the game, but even I know this is not true.
Is Super Mario Brothers is just a jumping simulator?
Call of Duty is just a point and click adventure.
Tetris is just a matching game.
Witcher 3 is just a walking simulator.