Hideo Kojima Reveals His Creative Process in The Creative Gene
Photo of Hideo Kojima courtesy of Getty
Hideo Kojima is in love with tragedy. In The Creative Gene, he explores his life through the pieces of media that mean the most to him, and throughout he waxes philosophical about the novels, manga, films, and television shows that made him who he is as a creator. This kind of book can go a few different ways, and when I sat down with it I assumed that it would be a series of disconnected reflections about things that Kojima enjoyed, a kind of popcorn book that demonstrated influences. Instead, the essays kept returning to some of Kojima’s darkest fixations: loneliness, mass death, the dissolution of culture, and mourning.
How shocked you are by this might come down to how you read the vast body of Kojima’s work. Best known for the Metal Gear Solid franchise and the more recent Death Stranding, Kojima returns quite often to a familiar set of questions: What do we receive from our forebears? Do our actions matter in the face of death? Are the stories we live out of our own making, or can we break from them and create something new? Kojima’s games return to these basic conceptions over and over again, which is sort of shocking when you reconcile that with how he has had to bring entire development teams around to these visions again and again. And yet in this book he is constantly reflective on how his own fascinations with the human and its social elements, mediated through sadness and tragedy, appear in his creative work.
This, too, is a surprising thing to see in The Creative Gene; it is rare to see a videogame developer who is so often thought of in terms of being a singular name to speak so openly about how he interfaces with a creative team. Kojima dedicates more than a few words to what it has felt like to be a videogame creator over the past few decades, particularly when it comes to selecting and directing large teams of people. He discusses his critical edge, and in an interview with Gen Hoshino that closes the book, he notes that his real power has emerged in his role as a producer, as someone who can make bigger, broader calls about the shape of a project. He extols the virtues of being a director who can walk through an office and make off-the-cuff decisions, and he attributes that to his having developed a strong sense of critical aesthetic reflections. In other words, he talks about his teams and their makeup in the same way he does about how he chooses to read a novel or watch a film, as a kind of decision he made based on gut instinct. In fact, these brunt facts about the business of being a game developer makes it clear that Kojima is reflective of his own position as a controlling figure in game development; it is fascinating to read him slip in and out of talking about his teams and how they operate while simultaneously discussing things “he” created.
Maybe it all goes back to that tragic focus that extends through the book. It is clear that Kojima’s fixations on bleak science fiction like The Drifting Classroom and Virus: The Day of Resurrection center on his interest in the relationship between people, their societies, and how they deal with massive environmental changes. Throughout the essays here, which were written at various times between 2007 and 2013, Kojima is constantly reflecting his own experiences with media through what was happening in both his personal life and the broader context of Japanese culture. It is clear that the 3.11 T?hoku earthquake and disaster weighed heavily on Kojima, and that much of his understanding of media (or at least the way he decided to write about it) was altered both by the extent of the tragedy and the capacity for human beings to come together in the wake of it.