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Kojima's 'Forgetting Game': Play or Lose Skills

Author : Aaliyah
Jun 03,2025

Hideo Kojima’s Japanese radio podcast, KOJI10, has long offered fans a window into the mind of the legendary Metal Gear Solid and Death Stranding creator. In the latest episode (Episode 17), Kojima delved into the concept of time and its potential applications in video games. He discussed mechanics he has already implemented in past titles, as well as ideas he has yet to bring to fruition. Among these is a scrapped concept from Death Stranding 2: On The Beach.

Kojima is well-known for designing gameplay elements that utilize the internal clock of consoles or PCs as timers. He begins by recalling two instances from Metal Gear Solid 3: Snake Eater on the PlayStation 2. To enhance the survival aspect of navigating the jungle, fresh food would spoil after a few real-world days. Consuming rotten food could sicken Snake, while spoiled items could even serve as unconventional weapons when hurled at enemies.

Death Stranding 2 Cast

View 14 ImagesKojima also leveraged the system clock in MGS3 during the tense encounter with The End, the elderly sniper. “While challenging, players who wait a week will find that The End succumbs to old age,” Kojima reminisces. True enough, reloading an in-battle save after a week results in a cinematic where Snake discovers the legendary sniper’s demise.

“I’ve often considered incorporating hair growth into games,” Kojima shares. “In Death Stranding 2, I planned for Sam’s beard to grow progressively, requiring players to shave it periodically. If neglected, Sam would appear disheveled,” he notes. “But given Norman Reedus’ star status, I decided against making him look less appealing!” Despite this, Kojima remains open to introducing such features in future projects.

Kojima further outlines three game concepts centered around the passage of real-world time as a core mechanic. The first is akin to a digital life simulation: players begin as children, gradually aging into adulthood. As they progress, they face various adversaries. Similar to The End scenario, prolonged gameplay eventually transforms the protagonist into an elderly figure, weakening physically but gaining wisdom. “No one would purchase such a game,” Kojima jests, though others on the podcast expressed interest in exploring this “Kojima-esque” idea.

PlayAnother concept involves crafting items that require time to mature, such as wine or cheese. This would necessitate continuous engagement over extended periods, aligning well with idle or background gaming styles.

Conversely, Kojima suggests a “forgetting game,” where players must advance rapidly to avoid losing critical skills and knowledge. For instance, if gameplay is paused for too long, the protagonist might forget essential abilities like shooting or their occupation. Over time, this amnesia compounds, rendering the player immobile. “This would require players to take a week off work or school to complete,” Kojima humorously remarks.

With Death Stranding 2 set to release on June 26, many fans are eagerly anticipating its arrival. For deeper insights, read our interview with Kojima and our impressions from the initial 30-hour playthrough.

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