Kaido III
Lost Radiant
مقابلة موقع 4Players لكوجيما في جيمزكوم:
https://www.4players.de/4players.ph...n4/Special/37892/83962/0/Death_Stranding.html
جدا ممتازة وتستحق القراءة ..
الأسئلة في محلها و إجابات كوجيما توضح لك عقليته المختلفة والـartistic vision المذهلة اللي يملكها
أعتقد إننا محظوظين لسى في أشخاص بصناعة الألعاب بفكر وطموح كوجيما، تحركهم القيمة الفنية والرسالة الهادفة برؤية واضحة .
https://www.4players.de/4players.ph...n4/Special/37892/83962/0/Death_Stranding.html
جدا ممتازة وتستحق القراءة ..
4P: You said that Death Stranding will define a new genre. Why did you feel like you had to create a new one?
Hideo Kojima: As with the stealth games I created ( Metal Gear Solid ), I always wanted to create something new. I believe that this is my destiny. If I had to create something that already exists, I think that it should not come from me. I'm not saying "no" to the other games out there. But when it comes to me, I want to create something new. That's why I wanted to create this genre.
4P: Obviously you do not want to just develop games, you're interested in a deeper meaning. What message do you want to communicate with Death Stranding?
K: In the real world everyone was isolated or separated from someone. Isolation is sometimes referred to as a trend at the moment. Online too. Everyone is connected to the world, but all you do is beat others with sticks or act rabidly. Therefore, a topic in Death Stranding is to connect, but not at the same time connect to. I want people to think about the world once they've played the game, not just about the gaming experience itself. What it means to connect or isolate. Of course it remains a game. And I want you to enjoy the game. But after the game, I want people to look around, open their eyes and say, "Oh, that could mean maybe this or that." I hope it shows after effects.
4P: After Metal Gear Solid: The Phantom Pain, you decided to stay in an open world with Death Stranding. What is the biggest challenge for you when you create a world? And can too much freedom become a curse too?
K: Well, after experiencing an action game in an open world, you can not just go back to other things. That's what I thought. Because of the interactivity. Of course, there are other ways to make a game. A linear game for example. However, I can not go back after having had the experience of having a large-scale world in a game. The problem, however, is the technology. Of course it is technically difficult to create an open world. The player has the greatest possible freedom in an open world. Therefore, you are never really sure what the player will do. In this context, storytelling in an open-world game is the biggest challenge. As there is more and more freedom, it means that the story sometimes gets in the way of a distraction.
So in Phantom Pain I started with a kind of experiment by starting linear. And once the world opens, the story fades in one way. Some Hideo Kojima fans were not happy that the story takes a back seat. But this was done very consciously. This time was the biggest challenge and the biggest obstacle: It's an open world, but at the same time we do not want to reduce the importance of the story, so fans of Hideo Kojima games will not be disappointed.
الأسئلة في محلها و إجابات كوجيما توضح لك عقليته المختلفة والـartistic vision المذهلة اللي يملكها
أعتقد إننا محظوظين لسى في أشخاص بصناعة الألعاب بفكر وطموح كوجيما، تحركهم القيمة الفنية والرسالة الهادفة برؤية واضحة .