Hideo Kojima has discussed his creative process on Twitter, and as usual, it’s rather interesting.
The Death Stranding creator explained in series of tweets how game creation is different from film making.
In games, even something as simple as a hallway can have meaning to the plot, whether it be part of the story, an in which to practice controls, or scenery, he said.
Here’s the man himself explaining the process:
Game creation is different from film making. Let’s say we imagine “a hallway the player is meant to walk down according to the game design.
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
The hallway has meaning in the plot as well as the game design. Is the purpose to deliver the story, to practice the controls,
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
to show the scenery, or to add rhythm to the game play? A variety of possibilities exist. As the game development proceeds,
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
the details need to be fleshed out. How about the lighting, the walls of the hallway, how long is it and how high is the ceiling?
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
Can doors be opened? Who else walks down the hallway? How does player feel at this moment in the game?
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
there is a never ending stream of revisions based on the plot, gameplay, the map layout, as well as dealing with technical hurdles.
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
There are other various details to consider, like adding a crank turn to the hallway, is it possible to add NPCs,
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
how to fix poor gameplay tempo, making the characters stand out, or even whether to show the ceiling in cutscenes.
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
Almost everyday revisions are made depending on the point in the game development process.
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
An action game can never be completed by ordering from a blueprint and assembling parts off a factory line.
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
If decision making and supervision are delayed, production efficiency drops, and that leads to redoing work. In order to avoid this trap,
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
one must make small daily adjustment on site while creating the game. When everything is outsourced,
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
the parts that come back just don't fit together. That is why it's important to take charge of the little details everyday.
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
The feeling of gameplay in a single hallway, the concept, the visuals, the controls, the story hints, the map, the sound, the directions,
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
all those are important to the overall game. Scripts and gimmicks change everyday. This is what it means to make games,
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
a process completely different from the concept ->script->game design->preproduction ->shooting->postproduction process of film.
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 5, 2017
Death Stranding is the next title in the works from Kojima, and it was announced at E3 2016 with very interesting trailer.
Last we heard on the game, from our recollection, was nothing more than a teaser image featuring a spider web shaped like a star with mooring threads on each point titled “bridges”.
The game wasn’t shown during E3 2017 in June, which wasn’t unexpected, but it’s possible our next glimpse will occur either at The Game Awards 2017 or Sony’s PlayStation Experience in December.
Death Stranding is slated release sometime in 2018.
Death Stranding creator Hideo Kojima discusses the creation process posted first on http://ift.tt/2k0LiGW
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