What is Game Design? Three Perspectives
Unofficial English translation from Game Hihyou; the original has not been seen and the exact date is not recorded (it is inferred from his working on Metal Gear Solid). There is an explicit contrast with Tajiri and Nakamura, who argue for a more “traditional” idea of design as rules and playability: only Kojima’s voice is taken.
The 3 entries it supports
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“even in normal conversations, the protagonist should have his gun at the ready, finger on the trigger. He must be cautious about not mistakenly firing his gun and killing an innocent person—yet at the same time, if he's too slow in deliberating he risks being killed himself.”
Quote 1997 shmuplations.com; "What is Game Design?" roundtable in Game Hihyou magazine, unofficial English translation -
“In game design, I think the theme of a game occupies the same position of importance as the gameplay. The hardest part for me of any development is building a theme that will enliven and enrich the gameplay.”
Quote 1997 shmuplations.com; "What is Game Design?" roundtable in Game Hihyou magazine, unofficial English translation -
“When I talk about "games that are like movies", I don't mean just having a bunch of FMVs. What I mean is a game that draws on the various elements and techniques of film: direction, script, lighting, etc.”
Quote 1997 shmuplations.com; "What is Game Design?" roundtable in Game Hihyou magazine, unofficial English translation