Excellence Prize
METAL GEAR SOLID 4
GUNS OF THE PATRIOTS
Game
Artist: KOJIMA Hideo (KONAMI)
(Japan)
The latest game of the Metal Gear Series which has been on the market for more than 2 decades. Featuring antiwar as a theme, with a concept "to sneak into the enemy lines with nobody noticing," the team was able to realize a lively game through a new dimensional cinematic image.

KOJIMA Hideo
Born in Tokyo, 1963. Joined Konami in 1986. Since making his debut with METAL GEAR, he has produced several game titles, including SNATCHER and METAL GEAR SOLID. He is currently working on a new title.
In the second year of the Japan Media Arts Festival, the METAL GEAR SOLID was awarded an Excellence prize. It has been 10 years since then and I feel a great pleasure, as well as something like destiny, that the MGS4 has won the prize this year. This year is the 20th anniversary the original METAL GEAR, which established the “stealth game” as a new genre. All of the secrets will be revealed in this series final. We will continue working to the best of our ability, in the hope that one day people will see video games as a form of art.
One of the directions that video games are evolving towards is the pursuit of cinematic expression. Amongst existing game software, the METAL GEAR SOLID series is one of the leaders of the genre. Pursuing a depth of visual expression that outstrips each previous generation of hardware, METAL GEAR SOLID 4 GUNS OF THE PATRIOTS is a piece that Mr. Kojima has poured his heart and soul into. Nonetheless, he managed to maintain the spirit of the METAL GEAR series from its debut appearance on the MSX. Whilst many other realistic 3D games have a bloody ambience, it is one of the features of Mr. Kojima’s games that they retain a degree of levity. This is a great work and could have been awarded the Grand Prize.
What has lead you to “create a work”?
I have never been conscious of any one particular thing. I have been making things for as long as I can remember. I suppose my earliest endeavors were imitations, but those casual drawings and notes gradually became my own manga and stories.
I was a latchkey child and, when I was playing by myself, I was usually “creating” something. At that time, there were no “public spaces” that could be used amateurs to present their work, as the internet now provides; though I made many things, I did not have the opportunity to show them to people.
The primary reason I decided to work in the game industry was so that my work, though “merchandise,” could be enjoyed by people all over the world. If by some chance I hadn’t become a professional designer, I think that I would have been creating “work” in some other way.
I was a latchkey child and, when I was playing by myself, I was usually “creating” something. At that time, there were no “public spaces” that could be used amateurs to present their work, as the internet now provides; though I made many things, I did not have the opportunity to show them to people.
The primary reason I decided to work in the game industry was so that my work, though “merchandise,” could be enjoyed by people all over the world. If by some chance I hadn’t become a professional designer, I think that I would have been creating “work” in some other way.
What tools do you use the most at present?
I mostly use my brain cells. I suppose that I also use conventional pen and paper and a PC to type texts. The “creation” on a personal level is mainly an idea, so it is very inexpensive. However, once it moves from “creation” to “production,” I have to buy tools or sometimes have them custom made, depending on the necessities of the project. If I had to choose a general tool, I should say that I am always using Final Cut Studio Pro (Apple) for editing.
What do you place greatest value on in your work?
When I was young, I had no adults around that I would consider role models, not even among the school teachers. However, thanks to the “works” that encouraged and cheered me up and supported my soul, I didn’t end up disappointed or despairing at the world.
The things that led me to my future were novels, manga, music, and films from around the world. Similarly, my intention is “to put something the players can ‘treasure’ into games!”, and this is always in mind when I create them.
My intention is to create “works” that positively affect the lives of those who experience them, which I differentiate from those that are a means of killing time or mere merchandise.
The things that led me to my future were novels, manga, music, and films from around the world. Similarly, my intention is “to put something the players can ‘treasure’ into games!”, and this is always in mind when I create them.
My intention is to create “works” that positively affect the lives of those who experience them, which I differentiate from those that are a means of killing time or mere merchandise.
What personal concept do you keep throughout your creative activities?
I suppose “sociality.” The ‘work’ I am yielding is not art but a ‘game’; games are a popular media that can reflect the modern age. Therefore I believe we should express this phase of life, popularity, thoughts and the situation of our time in them, which is why I implant social problems and tocsins of the time in my “games.”
Games are the most effective media in which we can enjoy the virtual experience of new worlds and a different point of view.
Games are the most effective media in which we can enjoy the virtual experience of new worlds and a different point of view.
When you create a work, in what way do you think of a presentation using technologies or media as a means to communicate?
“Games” are a form of media that depend on technology; it can increasingly be developed with a higher level of technical accomplishment and more quickly.
When I started working in this industry, games mainly had primitive pixilated graphics, limited colors and noisy beep tone sound effects. Before long, though, they acquired music, speech, movies and even 3D images. Nowadays, they can process complex physics in real time and in high definition with surround sound! Moreover, these games can be played 24 hours a day using a global wide network.
The field of digital entertainment will continue to expand as it absorbs the latest advances and new specialists will gather to create different technologies. Conventional media, such as printed matter, sound, moving images and airwaves will be fused into one composite through the magic of digitization. When that happens, there could be a new means of media that is both more flexible and directly conveyed.
There will no longer be “games” in the strict sense, but “synthetic art (ballet)” and “synthetic media.”
When I started working in this industry, games mainly had primitive pixilated graphics, limited colors and noisy beep tone sound effects. Before long, though, they acquired music, speech, movies and even 3D images. Nowadays, they can process complex physics in real time and in high definition with surround sound! Moreover, these games can be played 24 hours a day using a global wide network.
The field of digital entertainment will continue to expand as it absorbs the latest advances and new specialists will gather to create different technologies. Conventional media, such as printed matter, sound, moving images and airwaves will be fused into one composite through the magic of digitization. When that happens, there could be a new means of media that is both more flexible and directly conveyed.
There will no longer be “games” in the strict sense, but “synthetic art (ballet)” and “synthetic media.”
Could you name a person, a work, or an event that you have been influenced by the most?
It is said that 70% of human body is made of water. I can say that 70% of my body is made of films, including television shows and animations. Whilst I was growing up, I was exposed to films of all genres from all over the world. I have been more influenced by them than by my schools, friends or siblings. I have derived knowledge and a way of life from films. Although they sometimes conveyed inaccurate information, they surely helped to form my personality.
Ideally, I should have learned from my real life experiences, but one can learn something, even indirectly or by para-experience, through fiction.
Ideally, I should have learned from my real life experiences, but one can learn something, even indirectly or by para-experience, through fiction.
What kind of work would you like to create in the future?
As interactive media, a “game” is profoundly difficult to deal with, though, but it is also very interesting.
“Games” are a service industry that deals with real people. To be well-versed in producing games, you have to understand the time and people for which they are intended. In other words, creating “games” is also an investigation of “people and society.”
As we grow older and more experienced, we also gain a greater understanding of time and people. Although I haven’t realized my ideal “creation” yet, I will continue seeking to do so through interactive entertainment. At the same time, I would like to challenge conventional media, such as film, or an individual creative endeavor, such as writing novels.
“Games” are a service industry that deals with real people. To be well-versed in producing games, you have to understand the time and people for which they are intended. In other words, creating “games” is also an investigation of “people and society.”
As we grow older and more experienced, we also gain a greater understanding of time and people. Although I haven’t realized my ideal “creation” yet, I will continue seeking to do so through interactive entertainment. At the same time, I would like to challenge conventional media, such as film, or an individual creative endeavor, such as writing novels.
What is the meaning or importance of “to create” for you?
Thinking about the definition without the distinction between professional and amateur, the “act of creation” for me is literally “to live.” When I take in water and breathe in oxygen, I cannot help “creating” something unconsciously. It is as though it is an inevitable part of living, almost as natural as evacuation. The things that squirm inside me have to be released. If I keep them inside, my body will explode. I will continue creating as long as I live. I have no choice but to keep “creating” until I breathe my last.








