@minipato:I mainly have focused primarily on where you said gameplay is irrelevant in my response to you however I do think the continuing trend, regardless of a creators past work, to prioritize the part that is not gameplay is a very regressive continuation of a bad trend in the promotion cycle of games. MGS4 and MGS5 are also poor indications as well because the former had 9 trailers before gameplay that were then just the first few hours of the game, and the latter was, for all intents and purposes announced, via Ground Zeros which lead with a combo of cinematic and gameplay trailers. Even P.T. is poor reference point because it's name is literally Playable Teaser even and is a bespoke game for which the game it is teasing would not have played like. Death Stranding itself being a new game means it starts with a lot more questions about it and the first one I would hope people have is what kind of game is it. Even if it does just end up being a rote implementation of existing genre tropes at least knowing that bears a clearer understanding, and a more useful one, for anyone who does end up watching the trailers. No creator has a perfect streak so I always allow a necessary distance between my expectations and their history of success because I know how much worse it is to end up on the bad side of expectation.
Again, with regards to Nier, Wolfenstein and gameplay married directly to narrative, this was largely in response to your calling gameplay irrelevant in the context of a crazy story. Reading through latest response and the one that prompted me to initially reply to you I'm getting that we do agree that the inflection point of gameplay and narrative when inextricably tied is when games are achieving their greatest potential. It's maybe largely the concreteness of your use of irrelevant that led me to think we weren't on the same page.
@shindig: Yeah, this has often been a really vague thing for games compared to other media. Given the scope to which games can get when it comes to production and what they contain it's often difficult to discern where the voice of the creative lead begins and where the voice of individuals and teams that enact it exists. On the last Waypoint Radio Austin and Patrick talk about this to a degree with regards to the Best Direction and Game of the Year awards from The Game Awards and how the venn diagram for those is very close to just being a single circle.
@liquiddragon: The corporate culture of Japan within the game sphere doesn't seem as tied to how it works throughout the rest of the country. Even before Kojima there have been numerous well regarded people who left the company they made their name at and worked for a large portion of their career to start something new. People also got really caught up in Kojimas move to Sony as a message to Konami, when everything I've heard him say in the few HideoTube videos on the Koji Pro youtube channel suggests he's just the kind of person who always wantss to be making something. This is certainly true if we look back at the last years he was at Konami where he was working on, to varying degrees, MGS Rising, MGS Ground Zeroes, MGSV and PT. A few of those are smaller and one later was passed on entirely to a different studio, but he had his hands in many projects all at once. That's largely why I didn't read too much into the speed to which he returned or his personal feelings towards the end of his tenure at Konami. I highly recommend people go check out the first few HideoTube videos because you get to see a side to Kojima that nothing I'd seen before from him had ever conveyed. It also makes it super clear how star struck he still is to be working with Mads, Norman, Guillermo and to have a personal relationship with Nicholas Winding Refn.
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