Hideo Kojima Hopes That Death Stranding Players Won’t Harm Each Other When Playing Online

Death Stranding will show a new type of asynchronous multiplayer, in which users must collaborate to establish a series of links in a post-apocalyptic world.

In an interview with GameSpot, Hideo Kojima has confirmed that he expects the video game to help constant collaboration, and that users are good to each other in the future of the title.

It might not be intentional. We do a lot of playtests in the office. So sometimes there’s a bridge that crosses a deep river, and people feel grateful, but it only goes to the middle of the river. Of course you don’t give that bridge a thumbs up, but it probably wasn’t intentional. I pretty much feel that there won’t be much intentional evil. I want people to think about that as well if they fall [off that bridge]…”I won’t do that to someone.” And you might make the same mistake.

Say there’s a cliff and you go down a rope, but you need to go down further, but you can only reach a certain point. So maybe then I see your rope and your footprints and I felt really thankful for it. But if I go down, I might see that it doesn’t go all the way and think about the reasons you did that. The best thing would be to put a second rope so other people don’t fall in the trap. When I check people playing Death Stranding, a lot of people only play for themselves, and they just use it. And others, these people change the way they think when they place the ladder, and think of a different perspective: what if I put the ladder here, will it be useful? It’s interesting to see this, and especially [in] the footprints. You might get lost and your footprints will scatter around, but when you find the footprints of others you might feel very happy at first. But you don’t know if that’s correct and you just follow it and it goes off a cliff, you know this person was probably lost too. So when you think about that you want your footprints to be accurate or correct.

Kojima also adds while talking about the routes and paths that other players will leave on the stage of the game. This aspect, that of the footprints, will be important, as it will allow the users of the title to reach sites in a more direct way, although they could also mislead them in the event that they are not clear or are maybe very confusing.

In Death Stranding, when you follow someone’s footprints, and then a person comes for a third time [to follow the footprints], the wilderness that was there will turn into a small path. People have a natural intention to follow the path, so it really depends on who you are playing with indirectly. The path might already be there if people are already follow it over and over again.

The Japanese creative, who is in the final stretch of the development of his first project after Konami, Death Stranding, will not stop once the title is released. According to a recent Twitter post, he is already thinking about his next project.

Polishing the game while preparing things for TGS, and promotions after that as well as for the next project. I want to become a crab.

Repeatedly veteran Hideo Kojima has stressed that his long-awaited Death Stranding will create his own genre, just as the Metal Gear Solid saga did in its origins. This is one of the reasons why the Japanese creative has recognized that even now, a few weeks before its launch on PS4, he still does not quite understand the scope of his new video game.

In an interview with the Financial Times, Hideo Kojima made the below statement.

Even now, I don’t understand the game. The scope of the world, the gameplay; everything is new. My mission is to create a genre that currently does not exist, and that surprises everyone. And, of course, there is a risk.

Attendees at Madrid Games Week, the Spanish fair that will be held from October 3 to 6 at IFEMA, will see Death Stranding featured in the PlayStation stand with exclusive content available. We are excited to see what they will show.

I remind you that Death Stranding will release on November 8 for PS4.