

Hideo Kojima’s Japanese radio show KOJI10 offers fascinating glimpses into the creative mind behind Metal Gear Solid and Death Stranding. In Episode 17, Kojima explores how real-time progression could revolutionize video games. Beyond discussing existing time-based mechanics in his previous works, he revealed unused concepts - including one scrapped from Death Stranding 2: On The Beach.
Time as Gameplay: Kojima's Forward-Thinking Mechanics
Kojima has long experimented with console clock integration as gameplay elements. He cites two examples from 2004's Metal Gear Solid 3: Snake Eater where food would spoil in real-time, either forcing Snake into illness or becoming unconventional weapons against enemies.
Death Stranding 2 Cast Showcase
View 14 Images
The designer recalls MGS3's innovative sniper duel against The End - where merely waiting a week resulted in the elderly foe's natural death. "I contemplated implementing progressive beard growth in Death Stranding 2," Kojima reveals, explaining Sam's facial hair would require maintenance. "Though I reconsidered since Norman Reedus deserves his cool image."
Revolutionary Time-Based Game Concepts
Kojima proposed three ambitious game frameworks centered around real-time progression:
- The Aging Warrior: A lifespan simulator where characters physically decline yet gain wisdom over decades, fundamentally altering gameplay strategies
- The Artisan Simulator: Long-term crafting projects (like winemaking) requiring prolonged player commitment
- The Memory Decay Challenge: Abilities and knowledge deteriorate during inactivity, creating urgent play requirements
"No publisher would approve these," Kojima jokes, though his co-hosts enthusiastically endorsed their creative potential.
As Death Stranding 2's June 26 launch approaches, fans eagerly anticipate Kojima's latest temporal experiments. For deeper insights, explore our exclusive interview with Kojima and extended gameplay impressions.