Storytelling is very difficult. But adding the flavor 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.

About This Quote

About Hideo Kojima

Hideo Kojima was a contemporary Japanese video game designer. Hideo Kojima is a Japanese video game designer, video game writer, video game director, video game producer, and internet personality. He is known for the Metal Gear franchise, which remains his most famous and acclaimed work, as well as Death Stranding and its sequel. Read more on Wikipedia →

More quotes by Hideo Kojima