Kojima talks about creating story in games: I’m not very interested in the multi-ending story technique

Kojima is not a fan of putting multiple endings in a game, he said in the online series The Game Makers, created by The Academy of Interactive Arts & Sciences.

“There’s the multi-ending story technique and that’s a technique I’m not very interested in. I hope to make video games where the player’s destiny is set, and it’s really a matter of how the player takes the initiative. Using their willpower, courage and wisdom, to move the story forward.”

“In that context, the player joins forces with other users and build bridges and makes connections in the storytelling. That’s what I hope to create, and that’s something I’m currently thinking a lot about.”

In the first episode, on story development, Kojima explains how he tries to make story and gameplay move simultaneously.

“Unlike movies or novels, video games are an interactive media. It’s a matter of how well you can tell the story in a way that the player becomes one with it. This is very difficult, but it’s the most interesting part of the job. The player feels this, following the storytelling and simultaneously moving forward in the gameplay. The story can’t jump ahead, and the game can’t jump ahead either, so you keep those consistent while you get the player to become a part of the story. It’s a feeling of immersion that’s not possible with other media. That’s what I work the hardest at when I’m creating a game.”

For Kojima, writing the story is an ongoing process as details change and adapt during the different phases of development.

“First of all, I get the gameplay and story details clear in my head. There are certain aspects that are difficult for the player to connect, or things they can’t wrap their head around where the game doesn’t go as expected, or I need to change things based on monitoring. Sometimes I end up not being able to create a scene that I thought was going to be possible through software. So after that, I redirect the details of the game accordingly. Adjusting the storyline as I create the game, or adjusting the character details, day by day until the game is finished.”

You can watch the entire 10 episode series on Youtube, Kojima appears in several episodes.

Source: The Game Makers: Inside Story

  • Neither am I.

  • My big concern about his next game that he will use too much Online for the story… He already did that with Nukes. The experiment so far was not that amazing when Konami servers were not good. Thanks to the data-miners that could salvage that fantastic cutscene.

    • The idea behind nuclear disarmament was pretty cool but unfortunately it wasn’t supported very well by Konami. They stopped giving updates on nuke count and apparently there are some glitches that help nuke owners and that haven’t been fixed.

      • Shadowarr

        From what we know so far Xbox One has almost disarmend all nukes. It’s said that there was supposed to be some kind of EVENT after the disarment. I don’t think cutscene is all we get.I think we should make sure. I hope that nuke count on Xbox One will go down to 0.

        • The cutscenes that are triggered when certain requirements are met are called ‘events’. You can see this in the official guide. So yeah, it’s probably just the cutscene.

          • Shadowarr

            I bet Kojima left more for us. Anyway, just for to be sure we should promote disarming among Xbox One users or at least learn how many bombs are yet to be disarmed.

    • JJBYACHFullOptions2KojiBoi

      Mmm. Yes this exactly. My concern is a bit more concerned with game longevity. If DS central mechanics revolve around online play, what will happen to the game in 10 years once the servers get shut down? Maybe they could remaster it?

      True; this could be argued the case for all games with online functionality. So I will wait for the games release until I can judge whether or not these mechanics were worth putting in. If these hypothetical online related mechanics provide an outstanding experience unlike anything I’ve ever seen before, then I will be more than happy with the game many years down the line being playable (or even unplayable entirely) in a state that wasn’t intended, as the experience I had during release was so superb I wouldn’t even wish for a version of DS without said features.

      Nevertheless thank you data miners for uncovering the secrets to the game, however, it will be alot harder to mine on a PS4 exclusive. But not impossible. PT was data mined pretty successfully I would say 😛


      • My issue when it comes to online play that Kojima mentioned “The Division” as an inspiration of some sorts. He visited Ubisoft studio that made this game, he visited DICE. He even went to Blizzard entertainment and met Jeffrey Kaplan, game-designer of Overwatch.
        I hope that Kojima’s games are story-driven. I like Online a lot, that’s why I’m playing a lot of Overwatch and League Of Legends, but I like single-player games. They are personal experiences and Kojima is the best when it comes to them. I’m totally fine if he will use Online play for his next game, just not make it the focus of the full experience.

        • You mean this? http://www.metalgearinformer.com/?p=26639

          Just sounds like he’s mentioning some popular AAA games at that time, you probably shouldn’t take it too literally. Uncharted 4 isn’t focused on online either.

        • JJBYACHFullOptions2KojiBoi

          Yeah, the fact that has hasn’t explicitly said he’s going to make a game with heavy online elements makes me think will be a single player game only. So far he only said he plans to “give death a new meaning”, that could encompass anything come to think, but I think he would of directly stated it was an online game. I dunno we’ll have to see.

          He could have some absolutely ingenious way of combining multiplayer and singleplayer together in a way never seen before in gaming – it is Kojima we are talking about. But as of now, I do indeed generally prefer singleplayer games and multiplayer games to be completely separate things.

    • Full Options

      Yeah, I am also wondering a lot about this rope concept and the depth of online connectivity features it will involve..
      I am not too worried though, because he always shown being one of our very beloved authentic and clear solo campain Last Samurai.
      I believe MGSV’s FOBs / nukes were fairly distinct from solo and quite autonomous to the point I did not felt the “solo budget” that impacted.

      He is a big solo aficionado, that seem to love playing his own games just like we do.

      We’ll see in DS, but I really think online features won’t be that invasive across solo ones. Online still appear to me like staying a complementary tool for him, even if he is keen to analyze and share with us what can be done with it.
      I admit I often worry how deep he could fall in love with online, but he’s so in love for movies and such type of hybrid gameplay / story-telling that I believe will always stick to it quite centrally.
      When he develop all those subjects, we always check carefully what he says, to the point we certainly often magnify the importance he gives to some subjects.
      As Nyx said, Uncharted 4 is quite on the opposite. When he said it first, my first reflex was of course to imagine a Koji-Uncharted.. But after stepping back a while, I realized he was just sharing with us the strictly mechanical aspect of the game-play, with a slight mysterious nuance regarding the story-telling, since he said he wanted the player “to feel something different” than traditional 3rd person view adventure, after ~3 hrs of playthrough.

      With him, we usually get some surprising combinations, smartly laying somewhere between all those gameplay ideas / considerations.

      I am in love with solo, but quite like online features sometimes, although. I believe that if one designer could really and perfectly pace / balance such gaming elements… For sure I feel that he is on pole position for such challenges. 😀

  • Nintendo Fan 4 Lif3

    Glad Kojima and I are on the same page he always comes out with surprises every time he says something. Multiple endings are stupid and shouldn’t be in games they make the game feel incomplete tbh especially with dialog choices instead of following path to one destination. Not that I haven’t played games with that content I just don’t get the satisfaction games on the opposite end of that spectrum offer. But to each their own. Gaming is meant to appeal to many after all. I just don’t buy the whole multiple endings and multiple choice amplifying game experience in that context -cuz for me it doesn’t. Nor is multiple endings and multiple choice synonymous with depth because let’s be honest it isn’t.

  • JJBYACHFullOptions2KojiBoi

    Glad he’s not on the multiple endings train, I can’t say I’m a fan of these types of endings at all. They usually end up being essentially a slideshow of cutscenes (sometimes just a slideshow **cough cough** Witcher ) that barely give any additional insight into what happens to each character/plotline other than a few lines of dialogue/narration.

    The only games I’ve ever seen that utilises multiple endings in a non arbitrary and ultimately contrived way are some of Yoko Taro’s works (Drakengard and Nier). In Nier for example after you’ve beat the game the first time you are prompted to play the game again in New Game+ mode to get another ending. The New Game+ mode adds additional content and another ending that work in tandem to recontextualise the entire narrative and give a Keyser Soze style plot twist that effectively delivers one of the hardest gut punches to the feels I’ve ever gotten by a game. Or how can I forget the famous “Ending D” (this ending is probably more famous than the game) *mild spoilers for a 6 year old game* where you get the choice to do something that results in the game slowly deleting all your save data right before your eyes.

    The best kinds of endings will always be the ones that the creators put effort into. With multiple endings it’s really hard for a game to make them all equal and as impactful.

  • Ryan Yoder

    If Kojima doesn’t like multiple endings, I wonder why MGS1 had two of them. Could be he’s since changed his mind or it wasn’t his decision I suppose.

    I’m fine with a single ending or multiple endings in games. I think it just depends on what kind of game it is, or how the story is presented in the game.

    • Well he hasn’t done one since MGS1, so yeah, maybe he wanted to try it out and concluded it did not work for him.

  • Pingback: Kojima: non sono interessato a raccontare storie dal finale multiplo | ..:: Chivasso Comics & Cosplay ::..()

  • LeGuyWhoDownedQuiet

    Off-Topic:I was so fucking stupid to call this game shit
    Bioware knows their shit

    • Mr.Pony

      That looks pretty…solid xD

    • Full Options

      Nice tribute to Oldo, you have there… 😀
      Grats !


    I think multiple endings for videogames is one of the best ideas.

    1. It force You to play the game second time which is great and cool.

    2. More gameplay and things You didnt see.
    3. Probably ending that You prefer more

    So yeah. Multi endings is for sure one of the best ideas for games.

    Thats my opinion of course.

    • Yeah but if the creator has a specific story he wants to tell, it might not be the best choice.

      • ADAMJENSEN13

        Youre right. Im not saying that games with one ending are bad. Of course not.
        But having multi ending option You think : There is more to the story? COOL! I will play it once again.
        Or something like that.
        But yes. Games with one ending are not worse in anything than games with mutli endings.

  • Pingback: Conoce la opinión de Kojima sobre los finales múltiples | GamersRD.com()

  • Pingback: Kojima explains why it’s important to take charge of the little details – Metal Gear Informer()

By continuing to use the site, you agree to the use of cookies. more information

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.