By Edge Staff
March 26, 2009
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"Ninety percent of what is considered impossible is in fact possible."
Hideo Kojima gave an inspiring and entertaining GDC keynote describing the 20-year evolution of the Metal Gear series, from the very first Metal Gear game on the MSX2 platform up to 2008’s Metal Gear Solid 4: Guns of the Patriots.
In explaining how to make the "impossible" possible, he outlined the obstacles and times in his life when he thought he might be up against a “wall of impossibility.” To cross that wall of impossibility in game development, he changed his perspective or came up with new ways to attack the problem, whether it be hardware-imposed constraints or a self-imposed goal of excellence.
"Ninety percent of what is considered impossible is in fact possible," he claims. "The other 10 percent becomes possible with the passage of time and technology."
The original Metal Gear from the 1980s was born from hardware constraints. Working with the cartridge-based MSX2, Kojima dealt with the problem that only a very limited number of sprites could appear on the screen at once. This prevented the designer from creating an all-out Rambo-type experience, with bullets and enemies flying about.
He had to change his mission in design to get around, or over, the wall.
Kojima decided to approach the obstacle from different angles; he could not just throw up his hands and call the task "impossible" because of the limitations of the MSX2. The first idea he had was a combat game in which players don't fight, rather they just get held up when caught. That may not be much fun. Another idea was for a game that would be about escape, with a player running away from enemies. Kojima's train of thought eventually came to a combat game about hiding and sneaking, but he worried it wouldn't sell--such a game wouldn't be as "heroic" as the typical Rambo movie. But he was getting warmer.
Then he came to the idea that served as the basis for Metal Gear: Infiltration, hide and seek. The concept melded with the technical limitations of the MSX2, and the gameplay was fun. Constraints had brought about innovation: the first stealth game.
Kojima joked, saying that if he had given up, there would not only have been no Metal Gear, but also no Splinter Cell. Imagine that.
His main point: Don't fall into a rut where your preconceived notions automatically cause you to decide that something is impossible. Use those seemingly unconquerable challenges as tools or motivation to accomplish the impossible.
Kojima said that sometimes design can navigate a game creator around an obstacle, sometimes advancements in software or hardware technology can. Kojima is an adept designer, but he has never been one to shy away from technology. He and his team have pushed videogame hardware with virtually every iteration of the Metal Gear Solid series. The designer actually wanted to create a 3D Metal Gear on MSX2--that was, in fact, part of that "impossible 10 percent" at the time. The PlayStation eventually afforded him the means to create such a game.
In Kojima's case, not all obstacles are imposed by hardware constraints. Sometimes he imposes challenges upon himself and his team. For Metal Gear Solid 3: Snake Eater, he wanted to create a game in a natural setting with more organic surroundings--an environment that would change the sneaking dynamics of previous Metal Gear games. He could have made the game in an industrial environment like Metal Gear Solid 1 and 2--after all, that worked--but he chose not to. It's all part of staying out of the rut--all people often find themselves stuck in a certain way of thinking. He encouraged GDC attendees to avoid that.
"Let's join together, everybody here today, and make the impossible possible, because I think everyone has that responsibility in the game industry."
Sande Chen contributed to this report.
Try this: download an MSX emulator and get hold of Metal Gear - the first and original.
Play it. It's not perfect - there's a limit with what you can do with 128k - but it's good fun. The MSX 2's colour palette is used very well, there are massive seemingly invincible bosses to defeat, and you will have to draw a map using pen and paper to avoid getting lost.
Once you've finished Metal Gear (and it took me three or four weeks back in the day if I remember correctly) get hold of Solid Snake: Metal Gear 2 for the MSX 2.
The music is suberb, the AI is better, the sprites are more funky, and the game is four times as big. According to legend, the first batch of cartridges sold out in a day in Japan. I still have mine in the original box.
And if you get past the marsh behind Building 1, let me know - I never did figure that out.
I think Kojima is the most highly over-rated designer, who gets a free pass for doing things other designers would be bashed for doing. Unintuitive, sloppy controls; intrusive HUD/menu systems that take you out of the experience; failure to incorporate modern game conventions/improvements; laughably bad, self-indulgent cut-scenes with unnecessary exposition that only serve to show you all the things you can't actually do in the game because the controls are so terrible; and a complete failure to understand online are only a few of his many faults.
Kojima benefits from releasing one half-decent game at precisely the right time on the right system and has been resting on his laurels ever since. I was really hoping Kojima would announce his retirement from the industry at GDC so those millions of dollars in game development could go to someone willing to innovate and try something new rather than living 10 years in the past.
Hear hear, Kojima does seem to get a free ride. I'm not saying MGS series isn't good but it isn't quite that good, the only man who should get a free pass is Miyamoto.
The MGS games are average titles. Only fanboys of the franchise like the games.
For everyone else it's a case of: there's better games out there to play...
I tried playing MGS on PSOne and it just didn't click with me. I probably tried starting it once or twice.
I bought Silicon Knights' excellent MGS remake for the GameCube and it just didn't click with me. I probably tried starting it four or five times.
In spite of all that, I bought MGS4 for PS3 and it clicked with me immediately and I played it through to completion. I look forward to doing so again soon.
I am anything but a "fanboy of the franchise," but I really hope he keeps making games. MGS4 was infinitely more discinctive and interesting than any of the Halos or Gears of Wars, at least in the single-player campaign. I can't really speak to the multiplayer.
Among the things still impossible for Kojima: an intuitive control scheme; telling a story not through 30-minute boss monologues; and a story that actually makes a lick of sense.
He should start making new titles. The Metal Gear Solid games have been milked enough already. Also, he says he wants to be on the cutting edge of technology, therefore he should develop games for the PC as he isn't going to get the "cutting edge" he's looking for on consoles.
As for Metal Gear Solid: It's one of the most over-rated IP's of all time. The game has a poor narrative, poor control scheme, and unbearable cutsences. These ambiguities can be applied to all 4 titles.
As a wiseman said: Insanity is doing the samething over and over and expecting different results.
And that is MGS.
>>Insanity is doing the samething over and over and expecting different results.
MGS1 had solid snake infiltrate Shadow Moses
MGS2 had the real main character as somebody completely unknown
MGS3 had the hero turn out to be the man who'd become Big Boss, sneaking through the forest
MGS4 has a dying old man, Snake as the protagonist.
Can you really say MGS games are doing the same thing over and over again?
What do you mean by "different results" expected? There's only one result, selling games.
{
MGS1 had solid snake infiltrate Shadow Moses
MGS2 had the real main character as somebody completely unknown
MGS3 had the hero turn out to be the man who'd become Big Boss, sneaking through the forest
MGS4 has a dying old man, Snake as the protagonist.
}
That sounds really exciting...NOT.
I can't believe i need to explain this to you:
MGS over the course of 1 to 4 is essentially the same in terms of gameplay mechanics i.e. poor narrative, poor control scheme, and unbearable cutsences.
The results aren't any different!
Hence, my "Insanity is doing the samething over and over and expecting different results" quote.
Just looking at MGS4 is blatantly obvous that this is a generation defining game. Its Kojima's masterwork; the sum of his and Solid Snakes life in gaming and I personally feel that it has been seriously overlooked. [LBP and GTAIV]
I think it is up their with the likes of Mario 64 and OoT but lets not kid ourselves, it'll never be as great as those [ in my opinion ]
The man however is more than the creation here; Kojima is a very individual, very creative person. The greatest tradegy of MGS4 isn't that it marked the end of MGS but the fact that it saw Kojima put his greatest creation to rest. I can only imagine how difficult that must have been for him. That would have been like Miyamoto hanging up Zelda or Mario for good.
Kojima is a man of great promise, i hope he teams up with Suda51 for the remake of snatcher soon.
He's right. I know I'm gonna get a bashing for this...I've tried the best of all systems out there...Crysis, GTA IV, Gears 2, Halo, Killzone 2... I'm afraid only Half Life 2 and Super Mario 64 can match the ethereal MGS4 experience that I had.
See, I'm sure I'll get slated for this but, what is the big deal about Half-Life 2? I mean, the weapons felt wrong, the left-over platforming bits were still infuriating, enemies were stupid and typically lined up by the explosive barrels and the gravity gun? Overrated. I appreciate the novel, as-you-go story-telling but even if you put a gun to my head I couldn't tell you the storyline of HL2.
I also appreciate that HL2 pioneered a lot of stuff but it has not aged well at all, unlike games like Mario 64, Ocarina of Time (these always seem to be Ninty efforts)