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An exploration of the influential work of Hideo Kojima, creator of cinematic titles such as the blockbuster Metal Gear Solid franchise, which has moved over 50 million units globally, as well as Snatcher , Policenauts , and Death Stranding .
As the architect of the Metal Gear Solid franchise, Kojima is synonymous with the "stealth game" genre, where tension and excitement is created from players avoiding enemies rather than confronting them. Through the franchise, Kojima also helped to bridge the gap between games and other forms of media, arguing that games could be deep experiences that…mehr

Produktbeschreibung
An exploration of the influential work of Hideo Kojima, creator of cinematic titles such as the blockbuster Metal Gear Solid franchise, which has moved over 50 million units globally, as well as Snatcher, Policenauts, and Death Stranding.

As the architect of the Metal Gear Solid franchise, Kojima is synonymous with the "stealth game" genre, where tension and excitement is created from players avoiding enemies rather than confronting them. Through the franchise, Kojima also helped to bridge the gap between games and other forms of media, arguing that games could be deep experiences that unearthed complex emotions from players on the same level as films or novels.

Drawing on archives of interviews in English and Japanese with Kojima and his team, as well as academic discourses of social/political games and cinematic narrative/world-building, this book examines Kojima's progressive game design as it applies to four key areas: socially-relevant narratives, cinematic aesthetics, thematically-connected systems, and reflexive spaces.
Autorenporträt
Bryan Hikari Hartzheim is Associate Professor of New Media at Waseda University in Tokyo, Japan. He teaches and researches on game studies, media industries, and Japanese popular culture in the School of International Liberal Studies and Graduate School of International Culture and Communication Studies. He is the co-editor of The Franchise Era: Managing Media in the Digital Economy (2019).