
Day Two at GO3 drew a huge crowd, with long lines of gaming enthusiasts waiting to get into the expo. The big drawcard of the day for many attending the conference was Hideo Kojima from Konami who spoke on the “Evolution in technology and changes in game design”.
Hideo is most famous as the creator of the Metal Gear series, soon to celebrate its 20th birthday and his presentation looked back at his own career spanning that time and the evolution of the Metal Gear series from a “hide and seek” game to the soon to be released Metal Gear Solid 4.
It was a great insight into the mind and motivation of one of the most creative and driven game developers around and really brought home the challenges early game developers faced to think outside the box and the continual push to take games to the next level.
“There is no end to the technological evolution,” Hideo said. “Game design will continue to evolve”.
When Hideo first developed the concept of Metal Gear it was something very different to the shooting games of the eighties. His initial concept was “a hide and seek game”. In 1986 when Metal Gear was born he had to create a combat game on MXS II, which had many limitations. On MXS you could not shoot in many directions and Hideo had to limit the number of enemies and bullets on the screen. Hideo came up with the idea of a game based on running away, where the main character was “sneaking” away from his enemies and so the stealth game was born. It was also the first game that had a story behind it.
Back then there was no scrolling so Hideo had to show one screen at a time “like Pacman”.
Next came Metal Gear 2 and the challenge was to bring in new ideas to the game built on the same platform. Hideo’s idea was to develop the game from a puzzle game into a stealth game.
The Metal Gear 2 idea was to sneak into an “area” and the new tension was that you didn’t always know where the enemies were. The game progressed from infiltrating a stage to infiltrating an area. This was also the first time Snake could crawl. Sound also became part of the game so Snake had to be quiet to get past the guards and Snake could distract the guards by making a sound.
In 1992 saw the development of the CD-Rom. And the PC evolved into an 8-bit machine pushing the features developers could add to games including voices, sounds and texts. At this time Hideo created an adventure game called Snatcher.
In 1994 a new “evolutionary” machine appearedin the form of the Sega Saturn and the first PlayStation. Hideo again looked to reinvent the Metal Gear series.
The new computing capabilities were a huge leap in game development with full colour 32bit CPU and for the first time developers had the ability to create games in 3D. Hideo decided to create Metal Gear Solid which was “hide and seek in a 3D world”. This meant when Snake hid you only saw what he would.
It was a stealth game in the 3D space. Hideo pushed the 3D features that the new platforms brought and created the ability for players to control the game view. There were three cameras that gamers could use:
- The first person view
- The third person view
- The cinematic behind view, where players could see themselves and the enemy
The character faces in the game were written in ‘dots’ so there were still no expressions.
In 2001 the DVD Rom was born with Playstation 2. This had 200 million polygons and was the first “high performance” gaming computer. But Hideo didn’t just want a high polygon game, he wanted to make the player feel like they were in the game and wanted to express the environment through heat, humidity and smells. It was a big challenge at the time, but Hideo wanted to use the extra CPU power for the immersive environment.
New actions were also implemented like hanging, where Snake could hang and scoot along undetected from the guards. This was achieved through using motion capture technology which was fairly new in those days.
In 2001 Metal Gear Solid 3 was released on PlayStation 2. Hideo said when it came to creating Metal Gear Solid 3 he had exhausted the concept of place. Hideo is using infiltration of a situation in MGS4.
Metal Gear Solid was sneaking in a familiar world, Metal Gear Solid 2 was a moving environment in an industrial setting. The difference with Metal Gear Solid 3 was that the background was the jungle, which created challenges of building a moving natural world, but the new concept was “survival”.
To survive Snake had to capture food capture, camouflage and find cures if he got hurt. It added another realistic element to the game.
In 2006 the Blu-ray HD DVD era came along with the PlayStation 3 and the XBox 360. Hideo said by this time he thought he had exhausted the concept of space and he wanted to push the game into new territory. This time Snake has to sneak in a military environment and the battle becomes psychological. The player interacts on a whole new level.
Using the Metal Gear example of its 20 years of evolution was a great insight not only into the technological advances in that time, but the challenges that every new platform creates for developers and that continual push to take games to a new level.