It's literally quoted in the OP as being attributed to KojimaThis was said by the former Konami Technology Director, who was the lead on 🦊 Engine.
Citation: https://www.dualshockers.com/hideo-...e-lead-tells-his-experience-working-with-him/
It's literally quoted in the OP as being attributed to KojimaThis was said by the former Konami Technology Director, who was the lead on 🦊 Engine.
Citation: https://www.dualshockers.com/hideo-...e-lead-tells-his-experience-working-with-him/
and Kojima Productions put out titles almost every year for the last 10 he was at Konami-
2006 Metal Gear Acid 2 & Metal Gear Solid Portable Op's
2007 Lunar Knights
2008 Metal Gear Solid 4
2010 Metal Gear Solid: Peace Walker
2011 Metal Gear Solid HD collection
2012 Zone of the Enders HD collection & MGS: Social Op's
2013 Metal Gear Rising: Revengeance
2014 Metal Gear Solid V: Ground Zeroes & P.T.
2015 Metal Gear Solid V: The Phantom Pain
Correction here:
HD Collection was co-developed with Armature and Bluepoint
Rising was mostly developed by Platinum Games
Right, and I said- "his studio and team have developed or produced a lot of games". I never attributed it all to Kojima himself, I'm not sure my wording was clear though. But to say his studio had little to no involvement in games like Renegeance, Acid, Twin Snakes or ports isn't accurate."He" doesn't create games fast, his team creates games fast.
This notion that Kojima is the sole worker on this game and that everyone else doesn't even need to be credited or mentioned is, quite frankly, one of the worst things about the hype surrounding Kojima. I'm not going to doubt that a lot of his games are down to him, but when so much of it is focused on him alone then it makes it harder to celebrate and (if there's high levels of crunch, which is definitely looking likely) help those underneath him.
This is what I'm talking about above. Even games literally made by other designers and other entirely seperate teams are being attributed to Kojima and Kojima alone. Metal Gear Acid/2 and Lunar Knights were made by a different designer with a (presumably) different team within Kojipro, the HD collections were made primarily by Bluepoint, Social Ops was a mobile game presumably not supervised by Kojima, and Revengeance was made entirely by Platinum on the back of the failed Metal Gear Solid: Rising prototype.
There was no pre-production at the back half of 2015. He was with Konami until December of 2015.I don't get why he thinks he's fast at creating games? That's not having a dig I just don't understand. There was 4 years between MGS 3 & 4 and then a further 7 between 4 & 5.
Death Stranding may have started physical production at the start of 2016 but I'd wager there was a lot of pre-production in the back half of 2015. To me fast is at most two years not around 4.
Don't get me wrong, creating a new AAA title with a team of apparently just 80 is impressive, but quick? No.
Right, and I said- "his studio and team have developed or produced a lot of games". I never attributed it all to Kojima himself, I'm not sure my wording was clear though. But to say his studio had little to no involvement in games like Renegeance, Twin Snakes or ports isn't accurate.
Ubisoft is a bad example, they have no finesse whatsoever and solve every problem by throwing numbers at it.80 people is a very small team given the work shown so far. Ubisoft can have up to 400 people on some projects.
In between MGS4 and 5 he played a role in something like 5 other games. Mostly producing, but he was fully involved with a couple, Peace Walker and Ground Zeros, PT was probably mostly done in this time too as well as early Silent Hills stuff.I don't get why he thinks he's fast at creating games? That's not having a dig I just don't understand. There was 4 years between MGS 3 & 4 and then a further 7 between 4 & 5.
Death Stranding may have started physical production at the start of 2016 but I'd wager there was a lot of pre-production in the back half of 2015. To me fast is at most two years not around 4.
Don't get me wrong, creating a new AAA title with a team of apparently just 80 is impressive, but quick? No.
There was no pre-production at the back half of 2015. He was with Konami until December of 2015.
in 2016, he had to find a building, poach his old employees, tour around to find a suitable engine, cast, etc then his team get adjusted to new engine while in pre-production
No matter how you slice it Death Stranding is incredibly fast for a modern game.
I'm trying my best to imagine him saying this humbly instead of in a bragging tone lol
We have absolutely no idea about the scope of the game. And if that's rather limited 3 years doesn't seem that fast.There was no pre-production at the back half of 2015. He was with Konami until December of 2015.
in 2016, he had to find a building, poach his old employees, tour around to find a suitable engine, cast, etc then his team get adjusted to new engine while in pre-production
No matter how you slice it Death Stranding is incredibly fast for a modern game.
Yup. It really feels like he's just trying to take all of the credit. No comments on the people part of his team, no shout outs to individuals. Maybe its the translation but a lot of the comments being posted here coming from him come off sounding pretty egoist."He" doesn't create games fast, his team creates games fast.
This notion that Kojima is the sole worker on this game and that everyone else doesn't even need to be credited or mentioned is, quite frankly, one of the worst things about the hype surrounding Kojima. I'm not going to doubt that a lot of his games are down to him, but when so much of it is focused on him alone then it makes it harder to celebrate and (if there's high levels of crunch, which is definitely looking likely) help those underneath him.
This is what I'm talking about above. Even games literally made by other designers and other entirely seperate teams are being attributed to Kojima and Kojima alone. Metal Gear Acid/2 and Lunar Knights were made by a different designer with a (presumably) different team within Kojipro, the HD collections were made primarily by Bluepoint, Social Ops was a mobile game presumably not supervised by Kojima, and Revengeance was made entirely by Platinum on the back of the failed Metal Gear Solid: Rising prototype.
the game did not take 4 years though.I'm not saying other games don't take longer to create, often with the benefit of much larger teams, but no matter which way you view it nearly 4 years to create a game is not fast.
EDIT: Plus on top of the lengths of time on his other projects, which did benefit from large teams, I just don't see how he things he's a quick developer?
I'm not saying other games don't take longer to create, often with the benefit of much larger teams, but no matter which way you view it nearly 4 years to create a game is not fast.
EDIT: Plus on top of the lengths of time on his other projects, which did benefit from large teams, I just don't see how he things he's a quick developer?
We have absolutely no idea about the scope of the game. And if that's rather limited 3 years doesn't seem that fast.
I'm not saying other games don't take longer to create, often with the benefit of much larger teams, but no matter which way you view it nearly 4 years to create a game is not fast.
Let's do some contextualisation with other projects/devs, shall we?
- Amy Hennig joined EA-Visceral in early 2014, an established AAA team/studio with a clear purpose of making a Star Wars game.
The time/window afforded to that project was till fiscal 2019.
5 years for an already established studio/team.
-Jade Raymond joined EA in mid-2015, to setup a new AAA studio with the purpose of making a new open world IP. With an original release window of fiscal 2021, which was later pushed to fiscal 2022.
Approximately 6, maybe 7 years afforded to ship a game for a studio built from the ground-up.
- Leslie Benzies left/got kicked out of R* in 2016, and in early 2017 set-up a new studio called Build a Rocket Boy Games - to make EVERYWHERE.
Roughly the difference of a year compared to Kojima, and till this point we've seen nothing of EVERYWHERE, while Kojima is shipping DS soon.
I'm trying my best to imagine him saying this humbly instead of in a bragging tone lol
It's like, three years? I can't really say anything about Sony right now...maybe it will take 8 years, or maybe 10 years for first-party titles, like Nintendo as well.
are you really comparing an iterative sequel made by a big and established team to a new studio that was just made on a completely new ip in an unfamiliar engine?So Nintendo take 8-10 years to make games?
Also Gears 5 took 3-4 as well I think.
Maybe he is over-exaggerating a bit.
Most Nintendo games just reached the HD era, they are behind the curve in terms of tech and how long games take.So Nintendo take 8-10 years to make games?
Also Gears 5 took 3-4 as well I think.
Maybe he is over-exaggerating a bit.
Castlevania too"He" doesn't create games fast, his team creates games fast.
This notion that Kojima is the sole worker on this game and that everyone else doesn't even need to be credited or mentioned is, quite frankly, one of the worst things about the hype surrounding Kojima. I'm not going to doubt that a lot of his games are down to him, but when so much of it is focused on him alone then it makes it harder to celebrate and (if there's high levels of crunch, which is definitely looking likely) help those underneath him.
This is what I'm talking about above. Even games literally made by other designers and other entirely seperate teams are being attributed to Kojima and Kojima alone. Metal Gear Acid/2 and Lunar Knights were made by a different designer with a (presumably) different team within Kojipro, the HD collections were made primarily by Bluepoint, Social Ops was a mobile game presumably not supervised by Kojima, and Revengeance was made entirely by Platinum on the back of the failed Metal Gear Solid: Rising prototype.
So Nintendo take 8-10 years to make games?
Also Gears 5 took 3-4 as well I think.
Maybe he is over-exaggerating a bit.
Kojima threads are sure something else right now. Endgame credits will reveal how big of a help those 80 ppl received but I can't disagree to the fact the Death Stranding was created really fast. Almost no one thought we will get this thing this year.
A "small satellite" Kojima Productions studio will also be launched within Guerrilla Games in Amsterdam, according to Hulst.
many development studios that already had an engine and were doing a new IP still took a lot more than 3 years.It's definitely impressive how fast the studio has worked on getting it ready for release, but that's mostly because he had access to Decima, which has proven itself to be an incredibly versatile engine that Sony studios (and some third parties) have been working on for over half a decade.
I imagine it also helps that KojiPro has a small satellite studio inside GG as well.
the game did not take 4 years though.
they only got their engine in late 2016. it was made in 3 years.
no, you are wrong, the E3 trailer was not on decima.Sorry but that's simply untrue.
Firstly the E3 trailer from 2016 was made in the Decima engine. Guerilla gave Kojima the entire source code for the game early in the year with no conditions attached to see if he wanted to use it, which was one of the reason why Kojima picked the engine as he was amazed a team would willingly give that up. They may not have announced that they were using Decima before the Game Awards but they were certainly using it at that point and had a lot of experience with it.
Secondly, there's a lot of pre-production done before you even go near an engine i.e. from the beginning of 2016. The E3 trailer from June 2016 is clear evidence that they'd already been working on the game for a number of months at least in terms of engine work, audio-visual assets and talent signing as both Guillermo Del Toro and Mads Mikkelsen were in it.
many development studios that already had an engine and were doing a new IP still took a lot more than 3 years.
It's like young entrepreneur that only have a dream and a garage office... and their parents are Verizon executives. Their parents were Sony.
Fully modeled or color swap? :PSuch a smaller than imagined team. And they said Sony doesn't support the small, indie developers. It took 80 people to make one armor design in Anthem.
It's like young entrepreneur that only have a dream and a garage office... and their parents are Verizon executives. Their parents were Sony.
What's wrong there? He's indie (independent) and at that time he just started his new studio. You'all just hating on him.