Hideo Kojima - Influences and Mentality

Influences and Mentality

Kojima has cited Shigeru Miyamoto's platform game Super Mario Bros. (1985) and Yuji Horii's adventure game The Portopia Serial Murder Case (1983) as the games that inspired him to enter the video game industry. Portopia Serial Murder Case, a murder mystery adventure game, was an important influence because, according to Kojima, it had "mystery, a 3D dungeon, humor, and a proper background and explanation of why the murderer committed the crime. That is why there was drama in this game. My encountering this game expanded the potential of video games in my mind." Portopia had an influence on his early works, including Metal Gear and particularly Snatcher.

Kojima's love of film is noticeable in his games where he pays homage through his stories and characters, sometimes to the point of pastiche, as in Snatcher. Snatcher is inspired by many science fiction movies, particularly from the eighties, including Blade Runner, Akira, The Thing, Invasion of the Body Snatchers and The Terminator. Examples of influence by films include Solid Snake's codename (named after Snake Plissken from Escape from New York), Snake's alias in MGS2: Pliskin (in reference to the last name of Snake Plissken from the Escape movies), Snake's real name (Dave from 2001: A Space Odyssey), and Snake's trademark bandana (The Deer Hunter).

Movies would also have influence on other aspects of his games. Hal "Otacon" Emmerich (named after HAL from 2001: A Space Odyssey and film director Roland Emmerich), Sniper Wolf shooting Meryl in Metal Gear Solid (Full Metal Jacket), Psycho Mantis (inspired from the film The Fury) and the whole Metal Gear stealth concept (The Great Escape and The Guns of Navarone). James Bond also had a large influence on the Metal Gear series, with Metal Gear Solid 3 having a James Bond-like introduction sequence.

He also received inspiration from anime. His early works, particularly the cyberpunk adventure game Snatcher (which uses anime-style art), were influenced by cyberpunk anime, most notably Akira (mentioned above). In a recent interview, he mentioned that his Zone of the Enders series was inspired by mecha/robot anime, such as Neon Genesis Evangelion. Mecha anime were also an inspiration for the Metal Gear series, which features mecha robots, such as Metal Gear REX and Metal Gear RAY; this is referenced in Metal Gear Solid, where Otacon mentions mecha anime as an influence on his Metal Gear REX designs.

In regards to storyline development and interaction with them, he said:

Storytelling is very difficult. But adding the flavour helps to relay the storytelling, meaning in a cut scene, with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh. This is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved. But when you make it interactive — if you want multiple stories where you go one way or another — will that make the player more moved when he or she finishes the game? These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.

In terms of reverse influence on film, his work on the storylines of the Metal Gear series was cited as an influence by screenwriter David Hayter, the voice actor for Solid Snake, on his screenwriting for Hollywood films. He stated that "Kojima and I have different styles," "but I've certainly learned things from him, especially about ambiguity and telling a story without giving all the answers."

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