failure
1999
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“When I told the senior devs on the team about my idea, they were very dismissive: 'There's no games like that.'”
Quote 1999 Shmuplations, translation of a 1999 interview in Nice Games magazine -
“There was a sort of legend at Konami, that if you got involved in this project, you'd up demoted or transferred. (laughs) [...] once we got a working build running, and they saw that exclamation mark pop up when the enemy gets surprised, that sold them on the concept.”
Quote 1999 shmuplations.com; Kojima interview in Nice Games (1999), unofficial English translation
2003
2008
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Kojima said he continued to pursue dreams and roman —aspirations for heroism, adventure and lofty ideals— even though they are not attainable objects, because the goal keeps a person alive. When he was about to lose them or give up, he would sing the verse about the scarlet scarf from Yamato’s ending song; then he imagined the ship sailing into the black sea of space and regained courage.
Anecdote 2008-06 VIZ Media — The Creative Gene; official English translation -
Kojima described his college years as a dark period in which he could not let go of his dream of making films nor find his break, and had no one to turn to for advice or to talk to. He chose to converse through his work with two young people who had died by suicide, Ian Curtis and the writer Etsuko Takano, rather than with living people who did not understand him; he called Joy Division his silent confidant and said they helped him hang on to life and saved his life.
Paraphrase 2008-08 VIZ Media — The Creative Gene; official English translation -
“when I say as a creator, "I want to create this new game", it's still the same as twenty years ago! People still ask, "will that sell, will that be good?" Nobody really understands whether it would be an instant hit or whatever - I'm not just talking about the top executives, but even the development staff!”
Quote 2008-08-24 Video Games Daily / Kikizo -
“And if I get more 'boos' about it - if they say, "no - we don't know what you're talking about!" then this is actually the fun part.”
Quote 2008-08-24 Video Games Daily / Kikizo -
“In MGS4, yes, I put everything in the cut sequences, which I kind of regret to some extent, because maybe there is a new approach which I should think about.”
Quote 2008-08-24 Video Games Daily / Kikizo -
Kojima described his father as a chemist involved in the development of new medicines who, within the corporate structure, was nevertheless a salaryman enduring crowded trains, conflicts with coworkers and persistent fatigue while continuing to work, and who finally managed to buy a house in a Kansai suburb. In that newly created town with no shared past, families and children measured one another by academic background and job title as if playing a card game; Kojima rebelled by choosing the then-young video game industry, where he believed titles weren’t necessary and only a person’s ability mattered.
Paraphrase 2008-10 VIZ Media — The Creative Gene; official English translation
2009
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Kojima wrote that the various incarnations of the Walkman had supported him through half of his life: during heartbreak, despair, mistakes, sickness, low spirits, loss, fear of dying, pressure, stress, feelings of failure, and creative drought. He summarized that companionship as two people walking together with three legs between them.
Paraphrase 2009-04 VIZ Media — The Creative Gene; official English translation -
Kojima abandoned the idea of becoming a professional astronaut almost upon entering senior high: Japan’s space agency had no astronauts, becoming a cosmonaut on the other side of the Iron Curtain seemed impossible, and NASA required U.S. citizenship which he was not going to change. He later judged those to be simplistic excuses to force himself to grow up; he did not abandon the desire to travel to space and, as a college student, carried Takashi Tachibana’s Return from Space in his pocket.
Paraphrase 2009-06 VIZ Media — The Creative Gene; official English translation -
“It took me a year and a half to get half of Snatcher done; I had six chapters planned out and they told me to cut it down to two!”
Quote 2009-11-04 1UP.com, by Kevin Gifford; translation of a talk published in the Japanese magazine Famitsu
2011
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After he began writing, Kojima had no mentor, isolated himself, and nurtured a sense of superiority while producing stories that were not published. Upon entering senior high he continued writing but stopped submitting his work to competitions; he recognized in the poet Li Zheng the same mix of timid pride and disdainful shyness—that is, a fear that a lack of talent might be revealed and a rejection of the effort required to cultivate it.
Paraphrase 2011-04 VIZ Media — The Creative Gene; official English translation -
Kojima called the video game designer his tiger form: upon transforming into it, he said he had shed the pride and shyness that had held back his writing. He thus found another way to pass his stories to later generations, no longer as prose but as video games.
Paraphrase 2011-04 VIZ Media — The Creative Gene; official English translation -
After the Tohoku earthquake, fans and associates from around the world advised Kojima to leave Japan and use his life and resources to create elsewhere rather than spend them rebuilding the past. Kojima did not leave: he realized he could not separate his own purpose from Japan’s reconstruction and that, despite considering himself cosmopolitan, his substance was innately Japanese. Satori helped him out of the standstill with a further conclusion: he should not confine himself to Eastern, Western, or national labels, but create and share his own world—the world of Hideo Kojima.
Paraphrase 2011-07 VIZ Media — The Creative Gene; official English translation -
When he read almost exclusively science fiction, Kojima held a grudge against the world, thought a society like that deserved to be destroyed, and preferred books about apocalypse. Upon confronting reality, he changed his reading: he concluded that SF was not a tool for escapism but a medium to send warnings across national and generational boundaries into the future.
Paraphrase 2011-10 VIZ Media — The Creative Gene; official English translation -
In October 2011, Kojima interpreted the chain of earthquake, tsunami, and nuclear accident in Tohoku as more than a natural disaster: a human failure born of scorn for nature. He maintained that a true resurrection must not simply rebuild the previous world, but choose a new, untrodden course that does not reproduce the memes of envy, hatred, and vengeance.
Paraphrase 2011-10 VIZ Media — The Creative Gene; official English translation
2012
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Kojima continued to consult the annual guide Kono Mystery ga Sugoi not so much to find new books as to check whether the books he had chosen for himself appeared on the list. In 2012 he congratulated himself for recognizing the top entries until he came across Hiroko Minagawa, an author he had not read; this wounded his pride as a daily visitor to bookstores. After learning that Minagawa, now eighty-two, also walked inside a bookstore every day, he delightedly opened The Resurrection Fireplace and immediately proceeded to read two more of her works, Shi no Izumi (Fountain of Death) and Toritsu Suru To no Satsujin (Murder at the Upside-Down Tower).
Anecdote 2012-05 VIZ Media — The Creative Gene; official English translation -
In high school, using a friend’s 8 mm camera, Kojima convinced his classmates to shoot zombie shorts. For the school cultural festival he made a zombie film and sold tickets for about 50p with the idea of raising money to buy more films to watch, but he did not make enough to buy even one. On another occasion he attempted to shoot a Robinson Crusoe–style island survival story, but the group wasted the trip bathing and ultimately turned the project into another zombie movie.
Anecdote 2012-05-23 The Guardian — Simon Parkin, "Hideo Kojima: video game drop-out", two-part interview (part 1) -
“Lost World was the first project I was assigned to and the game was cancelled after six months.”
Anecdote 2012-05-24 The Guardian — Simon Parkin, "Hideo Kojima: video game drop-out", two-part interview (part 2) -
When Kojima reached a point in his life where he no longer trusted that he knew his own mountain or purpose, an editor at Da Vinci recommended The Summit of the Gods. The thousand pages of its two volumes made him feel cold, suffocated, and longing for the suffering to stop, but after climbing those two paper mountains alongside the characters he was able to once again face his own purpose.
Anecdote 2012-07 VIZ Media — The Creative Gene; official English translation -
Kojima began by identifying with the climber Joji Habu, who selects dangerous, untried routes and turns into reality what no one else has done. However, the cameraman Makoto Fukamachi’s monologue shook him: Kojima recognized that his older self was no longer the pioneering leader but the one who follows behind, returns alive, and goes back to the mountain again and again because it is all he can do.
Paraphrase 2012-07 VIZ Media — The Creative Gene; official English translation -
Kojima said that making video games was his mountain: it pulled him away from his previous path and saved him. He noted that the medium was changing form, yet he resolved to keep climbing even if he had to abandon everything else—not because the mountain was already there, but precisely because it was not yet there.
Paraphrase 2012-07 VIZ Media — The Creative Gene; official English translation
2015
2016
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“Last year, I thought I lost everything. But I didn't.”
Quote 2016-12-01 Kotaku -
“I think what happened to Hideo Kojima last year was a tragedy, but he never complained. He just sat in an isolated room for months, looked inside himself and focused on his art.”
Geoff Keighley Quote 2016-12-01 Kotaku -
“couldn't even talk to them – he had to talk through someone else. That's how that game was finished.”
Geoff Keighley Paraphrase 2016-12-02 GameRant (quoting a Geoff Keighley interview in Glixel)
2019
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Kojima said he never runs out of things he wants to do because technology keeps advancing and ideas come to him effortlessly. Although his team sometimes puts the brakes on proposals for having no precedent, he maintained that almost nothing is impossible; he added the inverse limit that if he himself perceives an idea will not be interesting, he must stop it even when it is already highly developed.
Paraphrase 2019-08 VIZ Media — The Creative Gene; official English translation -
When testing Metal Gear’s initial concept—hiding and escaping from enemies—Kojima considered it essential to distinguish two failures: that the idea wasn’t properly realized in the game, or that the idea itself wasn’t fun. In the second case he would have canceled the game; handing that decision over to marketing would have removed his ability to turn back and resulted in a typical video game.
Paraphrase 2019-08 VIZ Media — The Creative Gene; official English translation -
Kojima said he wants to make music because, deep down, he wants to do everything himself, but he cannot get anything to come out. He sometimes thinks he has composed a melody when singing to himself and later discovers, to his disappointment, that it was a song he had already heard.
Anecdote 2019-08 VIZ Media — The Creative Gene; official English translation -
“Even when I went to the bank, I couldn't borrow money. They said, 'We know you're renowned, but you don't have any actual results.'”
Quote 2019-10-09 Kotaku (picking up a Famitsu interview)
2020
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“It's OK; everyone can evaluate what they want. In three to five years, we will see what people will say.”
Paraphrase 2020-03-05 Video Games Chronicle (picking up a New York Times profile) -
“I'd like to say that am not a prophet, because if I was I probably would have created a game that would sell more.”
Quote 2020-07-13 Game Rant, by Jonathan Ammerman
2022
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“It's a difficult line to toe. You can't end up in the red, but don't want to be too far in the black and lose your freedom.”
Paraphrase 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 3 «Hideo Kojima x Mamoru Oshii: Part 1» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“And then I made Metal Gear, and I really didn't think it was going to do that well. And it flew off the shelves, and Mr. Oshii was like, "Hideo, you can't make something like that."”
Anecdote 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 3 «Hideo Kojima x Mamoru Oshii: Part 1» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“If aliens exist, everyone would be like, we don't need Death Stranding anymore. And I was really scared.”
Anecdote 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 2 «Hideo Kojima on film 'NOPE'» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“The scariest part is, even if I tell people it's a lie, I can't erase it because it's digital. It's still there. What was originally a joke became worldwide news so basically anyone can create fake news.”
Anecdote 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 10 «TGA Special: The truths behind internet rumors?!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“The hard parts are kind of like drugs. You begin to feel like you can't live without them.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Being an inexperienced youth is a strength. […] If you fail, you fail. You're still young, it's going to be okay.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“There was one incident that was really tough. The 2016 SAG strike. I thought it would end in two or three months, but it went on for a year.”
Anecdote 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 15 «The Game Awards 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I think it takes 3-5 years for a game to receive proper evaluation.”
Paraphrase 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 15 «The Game Awards 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription
2023
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“Hideo, what you're making is already a movie. Keep going as you are.”
Anecdote 2023 Game Rant (Kojima on how del Toro "saved" him) -
“I was basically scammed. I didn't know anything. I didn't even know how recording worked.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“And I would ask them to do another take, but they would say, there wasn't anything wrong with that take and everyone would kinda agree, but Kikuko, you would stand up for me.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“With Policenauts, I made almost everything on my own. So it's really my blood, sweat and tears.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“But now it's my own company... so if I mess up, there won't be a next project.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles
2025
2026
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“I pitched to many people, to the big companies, and also to the up-and-coming companies. All of them said the same thing... They said that I'm crazy, and that they really don't understand the concept — that they will not be able to do it.”
Quote 2026-06-22 Push Square (picking up an Entertainment Weekly interview) -
“But the number one priority is my staff. We have about 200 people, and I expanded because we had Physint. […] I didn't want to do the same thing we did for P.T.”
Paraphrase 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
“But if Kojima Productions collapses, that doesn’t follow this trend at all. It’s a step backwards for indies. So I needed to stand firm and continue this project.”
Paraphrase 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
“They haven't contacted me ever since. But I'm not fighting with Sony. We're not in a dispute. […] So if this was the conclusion, I would've wanted to hear it a little earlier.”
Paraphrase 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima
Undated
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“I really don't like saying this, but it really wasn't up to my standards. The care that I put in the original wasn't there.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org) -
“I wanted to create a game [that played] like the movie, with the character running away· escaping without a fight and trying to avoid being seen by the enemy. I wanted to do that, but I couldn't get approval on that concept alone. I had to add more features.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org)