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| A still of legendary game developer Hideo Kojima |
Hideo Kojima, the legendary creator behind Metal Gear Solid and Death Stranding, has never been one to think small. Known for his cinematic storytelling and genre-defying gameplay, Kojima has always operated on the frontier of what's possible in interactive entertainment. In a recent, revealing interview, he’s once again peered into the future, sharing wildly ambitious concepts that could redefine how we think about games altogether.
Speaking with Nikkei Xtrend, Kojima opened up about the projects simmering in his imagination, ideas that stretch far beyond his current work on the Xbox-exclusive horror experience OD and the in-concept PlayStation action-espionage title Physint.
Dreams of Weightlessness and AI Companions
Kojima admitted his new concepts might sound "out there," but that's never stopped him before. "I think I want to make a game played in weightlessness," he proposed, "and a game that delights an AI."
The idea of a zero-gravity game immediately sparks the imagination. How would players navigate? Would it leverage advanced motion controls, VR, or some yet-to-be-conceived interface to simulate the feeling of floating in space? Kojima left the technical details to our speculation, allowing the sheer poetry of the concept—unshackling gameplay from gravity itself—to resonate.
He was, however, more expansive on his second idea: a game designed not just for humans, but as an educational tool for artificial intelligence.
The Game as a Teacher: Kojima's AI Classroom
"This might be a game that could train an AI," Kojima explained. "At the moment, AI doesn't know much, and I think it has to study more. It would be a game that is a teaching material for AI to study."
He sees this not as a distant fantasy, but a project for the near future. "In five or 10 years' time," he said, "I definitely expect AI to break into many different worlds."
For those following Kojima's recent commentary, this perspective isn't surprising. He has consistently presented a nuanced, pragmatic view of AI in game development. He views it not as a replacement for human creativity, but as a powerful tool—one that can adapt to player behavior, automate monotonous tasks, and free developers to focus on the core creative vision that machines cannot replicate.
Facing the Future: Kojima's Philosophy on Technology
Kojima also addressed the common fear and pushback surrounding AI, drawing a compelling historical parallel. "When smartphones came out, everyone slated them," he recalled. "But now, there are so many people who can’t live without their smartphones. AI is like that."
His conclusion is characteristically forward-looking and human-centric: "It’s important to use technology in a way that will make us happy, while considering the correct direction it should take."
You can read the full, thought-provoking conversation (in Japanese) on Nikkei Xtrend's website.
The Bridge Between Today's Projects and Tomorrow's Dreams
While these concepts of weightless gameplay and AI tutoring exist on the horizon, Kojima Productions remains deeply invested in current projects. OD, being developed in collaboration with filmmaker Jordan Peele, promises to tap into the universal fear of being watched. Meanwhile, Physint marks Kojima's grand return to the espionage action genre that made him famous, billed as both a game and a movie in terms of its production values and star power.
Yet, it's this unique ability to dream decades ahead while delivering groundbreaking titles today that cements Hideo Kojima's status as one of the industry's most vital and influential visionaries. He doesn't just follow trends; he imagines the platforms, paradigms, and partnerships that will shape our digital future.
For those looking to experience Kojima's most recent, boundary-pushing work, Death Stranding Director's Cut is available, offering the definitive version of his genre-defying "strand game."
What do you think about Kojima's ideas? Could a zero-gravity game revolutionize controls, or could an AI-training title create a new genre of interactive software? Share your thoughts in the comments below.
