More on Kojima at GO3: on innovation and edible Koalas

Koalas! Now! - Image 1We’ve reported on Kojima’s keynote speech at the GO3 sometime ago, and while Glen D.’s report on the speech focused on Metal Gear Solid 4: Guns of the Patriots sightings and gave a light overview of how it all went, some of us here feel that a few points weren’t stressed.

PALGN reports that during his keynote address at the GO3, Hideo Kojima apologized to the Australian audience for his lapse in not allowing koalas to be consumable in Metal Gear Solid 3. Yep, the ever self critical Hideo Kojima noted during a demo video of MGS3 that the jungle in the game looked more like your backyard then a jungle, and that he was sorry that the koalas weren’t edible.

Yes! Murder them furry koalas, thrust a stick in ’em, and toss them on the grill! Any self respecting stealth game innovated by forcing players to infiltrate in a natural environment, by lowering the game’s frame rate from 60fps to 30fps to make way for the trees, by adding in close quarter combat elements, and by adding survival aspects should, by the gods, allow you to eat koalas! Heh. We jest. (April 1, can’t help it.)

Seriously though, Kojima, MGS3 was grand. We didn’t need to see cute things get eaten for it to be any more cooler than it already was. Don’t be too hard on yourself.

Anyhow, Kojima noted that as game technology evolves, game designers must continue to evolve game design, and continue collaborating with others to create art. In fact, Kojima dedicated a large portion of his keynote to emphasize game innovation in light of technological improvements, and innovation made due to technological limitations.

Given that news has been rampant on how hard it is to develop for the CELL, or how hard it is to design for alternate input methods like the SIXAXIS‘ tilt-sense or the Wiimote‘s motion sensing, perhaps a lot of the folks on the development side should listen to what Kojima had to say.

To all the designers out there, we hope that you follow what Kojima did in MGS3 to innovate around the limitations of the PS2. As Kojima reminded all of us in his GO3 keynote, that back in 1986, it was the hardware limitation of the MSX home computer that led to the creation of Metal Gear.

For more on PALGN’s report on Kojima’s keynote, feel free to click on the “read” link below.

Koalas! Now! - Image 1We’ve reported on Kojima’s keynote speech at the GO3 sometime ago, and while Glen D.’s report on the speech focused on Metal Gear Solid 4: Guns of the Patriots sightings and gave a light overview of how it all went, some of us here feel that a few points weren’t stressed.

PALGN reports that during his keynote address at the GO3, Hideo Kojima apologized to the Australian audience for his lapse in not allowing koalas to be consumable in Metal Gear Solid 3. Yep, the ever self critical Hideo Kojima noted during a demo video of MGS3 that the jungle in the game looked more like your backyard then a jungle, and that he was sorry that the koalas weren’t edible.

Yes! Murder them furry koalas, thrust a stick in ’em, and toss them on the grill! Any self respecting stealth game innovated by forcing players to infiltrate in a natural environment, by lowering the game’s frame rate from 60fps to 30fps to make way for the trees, by adding in close quarter combat elements, and by adding survival aspects should, by the gods, allow you to eat koalas! Heh. We jest. (April 1, can’t help it.)

Seriously though, Kojima, MGS3 was grand. We didn’t need to see cute things get eaten for it to be any more cooler than it already was. Don’t be too hard on yourself.

Anyhow, Kojima noted that as game technology evolves, game designers must continue to evolve game design, and continue collaborating with others to create art. In fact, Kojima dedicated a large portion of his keynote to emphasize game innovation in light of technological improvements, and innovation made due to technological limitations.

Given that news has been rampant on how hard it is to develop for the CELL, or how hard it is to design for alternate input methods like the SIXAXIS‘ tilt-sense or the Wiimote‘s motion sensing, perhaps a lot of the folks on the development side should listen to what Kojima had to say.

To all the designers out there, we hope that you follow what Kojima did in MGS3 to innovate around the limitations of the PS2. As Kojima reminded all of us in his GO3 keynote, that back in 1986, it was the hardware limitation of the MSX home computer that led to the creation of Metal Gear.

For more on PALGN’s report on Kojima’s keynote, feel free to click on the “read” link below.

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