Death Stranding will be a big journey to the West in the United States of America.
„Well, after experiencing an action game in an open world, you can not just go back to other things. That’s what I thought. Because of interactivity. Of course, there are other ways to make a game. A linear game for example. A linear game for example. However, I can not go back after having had the experience of having a large-scale world in a game. The problem, however, is technology. Of course, it is technically difficult to create an open world. The player has the greatest possible freedom in an open world. Therefore, you are never really sure what the player will do. In this context, storytelling in an open-world game is the biggest challenge. As there is more and more freedom, it means that the story sometimes gets in the way of a distraction.
So in [Metal Gear Solid V: The] Phantom Pain, I started with a kind of experiment by starting linear, and once the world opens, the story fades in one way. Some Hideo Kojima fans were not happy that the story takes a back seat. But this was done very consciously. This time was the biggest challenge and the biggest obstacle: It’s an open world, but at the same time we do not want to reduce the importance of the story, so fans of Hideo Kojima games will not be disappointed,” Kojima told 4players, and it was translated to English at ResetEra.
True: in an open-world game, we can’t always stick around to the plot, so it might standstill until we choose to do what is necessary to progress it. We’ll see how it works in Death Stranding, due to launch on November 8 on PlayStation 4, followed by a possible PC version due to no Only on PlayStation exclusivity text on the game’s box art.
Source: DualShockers
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