“if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved.”
In 2008 Kojima described the problem he faced when mixing cinema and games: with a fixed-camera cinematic and effects it is easy to make the player feel sad, laugh or be moved, but if he makes multiple storylines and allows the user to select which story he fears this might sacrifice the deep emotion the user might feel. He said that when there is a concrete storyline and you go along that rail you feel the destiny of the story and at the end you are more moved; he added that if he can resolve those two points he could introduce a more interactive storytelling method.
“These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.”