Home News "Hideo Kojima's 'Forgetting Game': Play or Lose Abilities"

"Hideo Kojima's 'Forgetting Game': Play or Lose Abilities"

Author : Zoe May 19,2025

Hideo Kojima, the creative force behind Metal Gear Solid and Death Stranding, has been sharing intriguing insights into his thought process through his Japanese radio podcast, KOJI10. In the latest episode, Episode 17, Kojima delves into the fascinating topic of integrating real-time passage in video games. He not only discusses time-related mechanics he's previously implemented but also unveils innovative concepts he hasn't yet brought to life, including a scrapped idea from the much-anticipated Death Stranding 2: On The Beach.

Kojima is well-known for his innovative use of a console or PC's internal clock to enhance gameplay. He highlights two notable examples from Metal Gear Solid 3: Snake Eater, released in 2004 for the PS2. To heighten the realism of jungle survival, the game featured perishable food that would spoil after a few days in real time. Consuming spoiled food could severely sicken Snake, or players could ingeniously use it as a weapon by throwing it at unsuspecting enemy soldiers.

Death Stranding 2 Cast

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Another example from MGS3 involves the cat-and-mouse boss battle with the elderly sniper, The End. Kojima recalls, "Although he is a really tough boss, if the player waits a week, The End will die of old age." Players who load their in-battle save after a week are greeted with a cutscene showing Snake discovering The End's demise.

Kojima also shared a concept he considered for Death Stranding 2, where protagonist Sam's beard would grow over time, requiring players to shave it to keep him looking neat. "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 decided against it to avoid portraying him as "uncool." Despite this, he remains open to incorporating such mechanics in future projects.

Kojima also proposed three game concepts centered around real-time passage. The first is a life simulation game where players start as a child and age into an elderly adult, facing enemies throughout their life. "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 explained. This aging process would influence gameplay strategy, with younger characters having better physical abilities and older ones possessing more knowledge and experience. Despite his skepticism about its marketability, the podcast's other participants expressed enthusiasm for such a "Kojima-like game."

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Another concept involves a game where players cultivate items like wine or cheese, requiring long-term engagement and suitable for a background or idle game format. On the opposite end, Kojima proposed a "forgetting game" where the protagonist gradually loses important information and abilities if the player takes breaks. "In this concept, the main character gradually forgets important information and abilities if you take too long a break from the game. For example, if you don’t play every day, the main character will gradually forget things such as 'how to fire their gun or what their job is.' This forgetfulness builds up until finally the player is unable to move. 'Players would have to take a week off work or school to play it,' Kojima laughs."

As fans eagerly await the release of Death Stranding 2 on June 26, many are likely 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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