Game designer Hideo Kojima continues to share his thoughts on the gaming industry on his personal blog. After praises to 12 Minutes the developer thought about the role of puzzles in games using the example of a number of classic titles from the past. In particular, the master of the industry remembered how he first met the cult horror Resident evil from Shinji Mikami… This is the very first part of the series, which debuted in 1996.
Kojima admits to having completed a guided horror film as Jill Valentine…
Back then, I bought PS1’s “Resident Evil (Biohazard)” at Umeda Kiddy Land on launch day. I immediately went home and started playing as Chris. I died so much, and since it was so scary, I just stopped playing it. (1/2)
– HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) August 20, 2023
“Once upon a time I bought the game Resident Evil (Biohazard) for PS1 in the Kiddy Land store right on the day of the premiere. I came home right away and started a campaign for Chris. I died a lot, got very scared, and then stopped playing altogether.
After the holidays, I had to go back to Tokyo on my own, so I took my PlayStation for CDs and games. It was boring at night, and I started to go through “Bio” again[hazard]… I bought a walkthrough book, put it in front of me, and this time chose Jill as a character. So I finished the game successfully. “
At the thought of Resident Evil by Metal gear solid and Death stranding pushed by another game – a classic narrative puzzle The Portopia Serial Murder Case for console NES… Its developer also had great difficulty, but admits that this was the greatest pleasure. Then there was neither the Internet in the usual sense, nor normal guides.
“I remember how I sat down to go through The Portopia Serial Murder Case. I could not cope with it at all, even after I called the support line left in the game manual. Then there was no Internet or guidebooks at all, and I had to think about riddles for weeks However, the pleasure of solving them was truly magical, and the process itself was an integral part of the game. Today in games it is difficult to create puzzles and puzzles, because the answers are often on the surface. ”
Further, the reflection of the Japanese game designer went to his own creations, in which he also tried to add small riddles that require a certain attentiveness or perseverance from the audience.
“In Death Stranding and Metal Gear Solid, such moments also sometimes occur. There are episodes where you need to turn on the head, but because of this, the progress of some players may stall. But I always try to give small hints. It seems to me that now the approach to gameplay is somewhat We have moved away from a setup where games had to be handled on our own and are trying to make them more accessible and user-friendly. “
Recall that right now Hideo Kojima is preparing to launch Death Stranding: Director’s Cut for console Playstation 5…
See also: “Launched and just lost in time”: Hideo Kojima is delighted with the console Xbox-exclusive 12 Minutes…