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Hideo Kojima and His Anti-war Thought
This is an interview between Hideo Kojima and Jade Raymond, the mother of Assassin's Creed, in 27, which clearly expresses Hideo Kojima's thoughts on anti-war. Because I have only played metal gear 5 and Death Stranded, I want to talk about Hideo Kojima's anti-war thoughts from these two games.

Hideo Kojima was born in 1963. It can be seen that Hideo Kojima's youth was always in the background of the Cold War. During the Cold War, the two great powers, the United States and the Soviet Union, confronted each other. Both countries stored a large number of nuclear warheads and assured each other of their destruction. After the end of the cold war, coupled with the hardships of the previous World War I and World War II, people all over the world long for peace and oppose war. Hideo Kojima is also deeply influenced by anti-war and anti-nuclear thoughts, which can be seen from the nuclear-free ending of metal gear 5.

In metal gear, games always encourage you to sneak to complete tasks, which is not only consistent with Snake's identity, but also reflects Kojima's anti-war thought, which perfectly combines gameplay with anti-war. Killing is not encouraged in the game, because the negative feedback brought by killing is great. The idea of many games is actually anti-war or human struggle, but it is easy to cause a great sense of separation if the relationship between plot and game is not handled well. A few days ago, I chatted with my friends about Tomb Raider. In Tomb Raider 9, Laura, as a fledgling girl, was sad for a long time to kill a deer in the plot, but as soon as the picture turned, she began to slaughter Trinity crazily. This has caused a serious split of the characters, not to mention the complete blackening in the shadow, and the transformation of the vengeance will not leave the holy trinity. If you jump out of the plot, you will find that Laura seems to be more like a villain.

There are many examples of this problem. In Battlefield 5, the end of the tiger, the cutscene animation has been describing the cruelty of the war, and the empire is in jeopardy. As soon as the player controls it, it becomes a bridge chasing the opposite tank. Another example is the value of good and evil in Big Cousin 2. In Arthur's story, I robbed a train, massacred a small town and robbed a bank, but in the game, I was a great person with a burst of kindness. This sense of character image tearing does not exist in the game of the island.

Secondly, the feedback brought by killing people in the game. If you kill the Mills and don't dispose of the bodies during the death stranded, it will cause a virtual explosion and produce BT, and that area will become a dangerous area. At the same time, without the good brothers of the mill, the source of materials for infrastructure construction will be much less. It is time-consuming and laborious to buy body bags to recycle the body and take it to the crematorium, and it is easy to cause problems if it is not handled well. It can be found that killing the enemy in death stranded is completely negative feedback, without a trace of positive feedback, which allows players to consider the consequences before killing the enemy, and then choose other ways to complete the task. In addition, the game also provides a large number of non-lethal weapons, and the intention is very obvious. When it comes to killing feedback, we have to talk about Tomb Raider again. Killing the enemy in the tomb is a complete positive feedback. Killing the enemy will lose materials and ammunition. If you want to upgrade your equipment, you have to kill people. This forms a virtuous circle of killing, not a vicious circle like death stranded.

Similarly, in "metal gear 5", the negative feedback brought by killing the enemy is also great. Once it is discovered, it will be searched by the whole camp, but if it is only to stun or anesthetize the enemy, it will not be searched if it is discovered. In addition, there is a limit to the use of the silencer in the game, and it will be damaged if it reaches a certain number of shots. At this time, it is necessary to consider how to finish the project. Phantom pain also has the setting of devil's horn and hero value. If you kill too many people, the horn on Snake's head will become longer and longer, and the blood on his body can't be cleaned up. The appearance of rare people with high hero value will become larger. Although these settings have no influence on the game plot, it also gives players a hint that it is beneficial not to kill people.

As Kojima himself said, he wants to show violence openly, and the more cruel it is, the more people will think about it. For example, works such as Call of Duty, Saving Private Ryan, Hacksaw Ridge and 1917 show people the real war, so that the bloody reality can reflect the anti-war spirit. In the death stranded, I experienced the battlefield of pulling out my uncle three times, and the players who played in the tragic situation of the ghost booth should be impressed. Only by opening the disguise of whitewashing and seeing the real inside is the real anti-war.

So the game I play, even if it's just fighting in the game, should make them feel responsible for their actions. I don't want to avoid this topic. What is war and violence? I hope players can reflect on these issues a little. At the end of this sentence by Hideo Kojima, describing the war should not be to escape, or to change the color of blood and make everyone happy, but to truly show the reality. Never be an ostrich.