Hideo Kojima
Birthday:
August 24, 1963 in Tokyo, Japan
Height:
173 cm
Hideo Kojima was born August 24th, 1963 in Setagaya, Tokyo, later moving to Kobe and growing up there. His love of Americana gave him his major two interests of writing and creating film, which are the causes of why he is so well known today. During the mid 1980's, his interests pushed him to pursue looking for a career in film making, but a c...
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Hideo Kojima was born August 24th, 1963 in Setagaya, Tokyo, later moving to Kobe and growing up there. His love of Americana gave him his major two interests of writing and creating film, which are the causes of why he is so well known today. During the mid 1980's, his interests pushed him to pursue looking for a career in film making, but a chance discovery of Nintendo's Entertainment System gave him an interest in videogames. Searching for a job at one of the many games companies in Japan, he ended up being hired by Konami Entertainment and shunted to work on the MSX home computer department. While this may have been a blow for the willing game planner, he took the opportunity to create a handful of games for the MSX such as Metal Gear (1987) and Snatcher (1988). During the early 1990's Kojima worked on various games which have become instant classics such as various other versions of Snatcher, and Policenauts for the PC, 3D0, Sega Saturn and Sony PlayStation, along with some various other work with two Tokimeki Memorial Drama Series games in 1997 and 1998. However he had some plans for another sequel to Metal Gear which he had been quietly working away on with a few others since working on Policenauts. First shown at the Electronic Entertainment Expo (E3), Metal Gear Solid (1998) looked to being a major hit with many people. With each subsequent showing of the game due for release on PlayStation during 1998 caused more interest. To date Metal Gear Solid has sold over 5.5 Million copies and Kojima is widely recognized as a videogaming god, more so than the few who ever saw his previous work. Kojima himself is a very humble man, never letting his work effect his public attitude. He works long hours to strive for his goals, and always takes the time to talk to the press, sign autographs, or stay for an entire gaming show. He is always interested in the views his fans have of his work, and believes in anyone being able to create their dreams. With Zone of the Enders Z.O.E (2001) and Metal Gear Solid 2: Sons of Liberty (2001), one of the most anticipated games ever, the world looks set to see more of Hideo's dreams come to life. Show less «
The human body is supposed to be 70 percent water. I consider myself 70 percent film.
The human body is supposed to be 70 percent water. I consider myself 70 percent film.
Honestly, I'm a movie fan and that's very special to me. I honestly would love to make a movie someday, but that said, I think it has to be ...Show more »
Honestly, I'm a movie fan and that's very special to me. I honestly would love to make a movie someday, but that said, I think it has to be a certain special game that has to provide that right setting. But I don't think that game will be Metal Gear Solid. Metal Gear Solid was developed specifically to become a game. ...If it were to be made into a movie it would have to be something completely new. I wouldn't use my current scripts. I think I'd have to get somebody to get a new script and somebody else to direct it as a movie. Show less «
Storytelling is very difficult. But adding the flavor helps to relay the storytelling, meaning in a cut scene, with a set camera and effects...Show more »
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. Show less «
We are Homo Ludens. We are those who play.
We are Homo Ludens. We are those who play.