Quotes from Hideo Kojima


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My parents were born in the 1930s, and they experienced the air raids on Tokyo.


With a movie, it's probably easier to sustain intensity and seriousness over the 90-minute duration. But in an open-world game it becomes exhausting, demotivating and even uninteresting for the player.


My games are rather stressful games, where you have to play for a long time.


I believe the game should really feel what the players are feeling and change according to that.


There are so many games where you fight aliens or zombies, and they have very high-fidelity graphics, but they don't ask the question of why the events are happening.


I don't like necessarily that people think 'Metal Gear' defines me. I love 'Metal Gear,' don't get me wrong. But as a creator, I really want to work on other projects, including new games.


At Disneyland, you never go 'backstage' - even when you're in the bathroom.


As a creator, I always want to betray fans' expectations.


As far as how I create games, I'm just reflecting what I feel, the things I have in my mind. I put those out there. Some of the things that I'm going through, the things that surround me, might be reflected there. But for me, it's a natural process. I just reflect what I feel into the game.


As a game creator, I'm not 100% satisfied when looking back at the previous game that I released.


The last remaining thing that must be communicated to the next generation is an aging figure that still continues to change.


Games shouldn't only be fun. They should teach or spark an interest in other things.


If it weren't for Miyamoto-san, I wouldn't be where I am.


I am tremendously excited to introduce a unique 'Metal Gear Solid' experience to a new audience of gamers as well as collaborate with my mentor in game design, Mr. Miyamoto, on 'Metal Gear Solid: The Twin Snakes' for Nintendo GameCube.


Japanese players do not like being thrown into an arena in which they are given very little instruction. You can head in any direction, 360 degrees. They say, 'What am I supposed to do? Give me hints. Provide me service instead of just throwing me into this arena.'


I always observe the people who pass by when I ride an escalator. I'll never see most of them again, so I imagine a lot of things about their lives... about the day ahead of them.


I always say, 'This will be my last 'Metal Gear.'


Genetic engineering is a result of science advancement, so I don't think that in itself is bad. If used wisely, genetics can be beneficial, but they can be abused, too.


Every time I make a new game, I put all of my effort completely into that game. It's like putting all your effort into a new child that's being born. Once the project is done, I can step back and look at it objectively, which is when I can see a lot of flaws. That's when I start to make a new game that tries to fix some of those flaws.


My biggest failure is 'Metal Gear.' It's my biggest failure and my biggest success.