by Claire May 15,2025
Hideo Kojima’s Japanese radio podcast KOJI10 offers a unique glimpse into the mind behind classics like Metal Gear Solid and Death Stranding. In the latest episode (Episode 17), Kojima delved into the fascinating topic of integrating real-world time passage into video game mechanics. Not only did he discuss time-related features he’s previously implemented, but he also shared innovative concepts that have yet to be realized, including an idea he ultimately decided to scrap from the eagerly awaited Death Stranding 2: On The Beach.
Kojima is renowned for his creative use of a console or PC's internal clock as a gameplay element. He kicked off the discussion by citing two notable examples from 2004’s Metal Gear Solid 3: Snake Eater on the PS2. To enhance the realism of jungle survival, the game featured perishable food that would spoil after a few days in real time. Consuming spoiled food could lead to severe sickness for Snake, or players could ingeniously use it as a weapon by hurling it at unsuspecting enemy soldiers.
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Another clever use of the system clock was seen in MGS3’s intense boss battle against the elderly sniper, The End. Kojima reminisced, “Although he is a really tough boss, if the player waits a week, The End will die of old age.” Indeed, loading a save from this battle a week later would trigger a cutscene where Snake finds The End deceased.
Kojima also shared a concept he considered for Death Stranding 2, involving character appearance changes over time. “Originally in Death Stranding 2, I was going to have Sam’s beard gradually grow out over time, and the player would have to shave it. If they didn’t, Sam would end up looking unkempt,” he explained. However, due to Norman Reedus’s star status, Kojima opted not to portray him in an unflattering way. Despite this, he hinted at the possibility of incorporating such a feature in future projects.
Kojima further explored three innovative game concepts centered around real-life time passage. The first is a life simulation game where the player starts as a child and ages into an elderly adult. “It starts out with the player being born, you’re a child and then gradually over time you become an adult. In the game, you fight various enemies. Like with the previous example (MGS3’s The End), if you keep playing the game, you will become a 70 or 80 year old man. However, at this age you will be weaker, your eyesight will worsen. When you are a teenager you’ll be able to run faster but by the time you reach 60 you’ll slow down a bit,” Kojima elaborated. This aging process would influence gameplay strategy, with younger characters having physical advantages and older ones possessing greater knowledge and experience. Despite his skepticism about its marketability, the podcast's other participants expressed enthusiasm for such a “Kojima-like game.”
Another concept involves a game where players nurture something that matures over time, like wine or cheese, requiring long-term engagement and potentially functioning as a background or idle game.
On the opposite end of the spectrum, Kojima proposed a “forgetting game” that demands quick completion. In this scenario, the main character gradually loses important information and abilities if the player takes extended breaks. For instance, failing to play daily could result in the character forgetting how to use a gun or their job role. This forgetfulness accumulates until the player can no longer progress. “Players would have to take a week off work or school to play it,” Kojima humorously remarked.
As fans eagerly await the release of Death Stranding 2 on June 26, many are likely planning to take time off to immerse themselves in Kojima’s latest creation. For more insights into the upcoming game, be sure to check out our interview with Kojima and our impressions after playing through the first 30 hours.
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