Nintendo Power: Tell us a bit about Metal Gear Solid: The Twin Snakes and how Silicon Knights got involved in the process.
Denis Dyack: That’s a very interesting story. We’re often in Japan, and just as we were wrapping up Eternal Darkness I was meeting with Mr. Miyamoto and Mr. Iwata and talking about future projects. Everything was going well and we had a few meetings, and then we decided to go to lunch. At lunch, Mr. Miyamoto and Mr. Iwata both sat down next to me and I was like “Oh! What’s happening?”
NP: Scary?
DD: (laughs) No, no, never scary. Those guys are the best in the world and I love working with them. So we were just talking casually and [Mr. Miyamoto] goes, “So, Denis, would you like to get Metal Gear Solid?” And then he said that they had been working with Mr. Kojima and wondered if we would be interested in bringing it to the GCN. MGS is one of my favorite games of all time, so I said, “Sure, yeah, fantastic.” The next day, Mr. Kojima took a bullet train down from Tokyo to Kyoto and we all met in one room and it was pretty awesome. A week later I flew back to Tokyo and we met with Mr. Kojima to work out what some of the structure would be. (pause) You know, it’s really true that you don’t know what someone is like. I mean, it’s his baby and his project, and I consider him a really good game maker, [but it’s different] when you talk to someone casually. So we went out to dinner and started talking and he asked me about my favorite kinds of movies. So I told him that I really liked a movie called Gunhead. Have you ever seen it?
NP: Um…no.
DD: It’s basically a mech movie. There’s a Front 242 video that had this robot running across the screen…anyway, it’s basically a Japanese cult mechanical monster movie. Fantastic designs. Those guys love it, and I was like, “Oh, I LOVE Gunhead!” and so we started talking about movies and our likes and dislikes and we were really on the same page. It was pretty amazing. And we talked about [Mr. Kojima's] philosophy in game design and then just really, really hit it off, and at that point I knew it was going to go very well. So before I knew it we were on the ground running and moving forward. Hope that wasn’t too long of a story.
NP: No, no! We have as much space as you need. Had you played MGS before you were approached with the project?
DD: Oh yeah, oh yeah. For sure. Yeah. Yep.
NP: Explain a bit about the difference between improving an existing project and creating something that’s totally your own, like Eternal Darkness?
DD: It is a very different process, and a very interesting one, too. Clearly this game is Mr. Kojima’s baby, and when we’re going to do a remake of it, it has to have the spirit of the first game. That’s essential. However, the amount of changes that we’re doing are fairly significant. All the “gimmicky” things you can do in MGS2 you can do in MGS: TTS, and that really changes the game play a lot. For example, in MGS2 you can put people in lockers and hide in lockers. Well, there’s no lockers in the first game or the design or anything. Plus the AI is much more sophisticated in MGS2. So we’ve got to incorporate all that but still keep the spirit of the first game, which is challenging. Also all the cinema tics are being redone. I guess the key word is collaboration. We have video conferences with Konami four to five times a week, much more than most people would expect. And it’s great, because I think Mr. Miyamoto and Mr. Kojima and Silicon Knights really have the same vision of the future of video games. As an example, let’s take Grand Theft Auto III since it’s all the talk these days. You know, it had some good game play, but I think we all feel that it’s not the future of video games. The future of video games is going to be content, and bringing this content to the GCN is essential to moving forward.
So to get back to the original question, we really want to take what was best in MGS and what was best in MGS2 and merge it into an experience that’s unique and exciting for someone who’s played the first one before. Because there are huge numbers of fans for MGS, and it’s kind of pointless to create something that’s just a total conversion and say, “Oh, here it is, it’s running on the [Nintendo] GameCube now.” No one at any level would be interested in that. And at the same time, we have to make it a great experience for those who haven’t played the first one at all. And that’s really what it’s all about, and just working together to set those goals is really unique for us. Something that’s similar is that there was a huge amount of collaboration on Eternal Darkness, and we really like to work in a collaborative way. So we always try to increase the communication as much as possible, and the more meetings we have the better it always is.
Just to give you an idea, we have someone from Konami who is staying at Silicon Knights. He’s been there since the project started and there have been other people coming and going. Konami has come to SK several times, we’ve gone to Konami several times, we’ve all gone to Nintendo several times, so it’s been a lot of flying around. A real whirlwind of collaboration. I think it’s a testament to the dedication that Nintendo has as a group to moving forward aggressively and making relationships for the future. For me, the relationship is just as exciting as the project, because I think this bodes very well for the future.
NP: Is the entire SK team working on MGS: TTS, or are there other projects going on?
DD: Yeah, there are other projects going on right now at SK. I can’t talk about those, but we are working on them. But our focus right now is on the Metal Gear project, and we are getting it out this Christmas. With all the additions we’re doing, it’s a significant amount of work.
Silicon Knights Interview Part II
NP: Has the team size increased?
DD: Yes. We’re approximately 70 people right now. You know, we’re doing it slowly, but we’ve hired maybe 10 or 12 new people just in this year. One of the other exciting things about MGS: TTS is…you know, last year we had ED, this year it’s MGS: TTS, next year there will be some new stuff, and that’s a trend that I want to see continue. I think in the past our group has been criticized for not putting out enough product, and we’re working really hard to change that. And you know, growth is part of that, and that’s one of the things that Mr. Iwata has said, too. You know, with the new studio opening up in Tokyo and the efforts to increase the development staff at NCL. When I heard some of the things that were said [at Nintendo’s E3 press conference], it was encouraging, but I had several other people say that they really think the stance Nintendo has taken at the show is positive and proactive. Basically saying, “Here’s the issues we had last year, and here’s how were going to address them and work toward the future.” It was really great to see. And I’m a very big fan of Mr. Yamauchi [the former president of Nintendo] and I really think that when he made Mr. Iwata the new president, that was a stroke of genius. It’s one of those decisions that Mr. Yamauchi is so famous for. It’s a decision that no one expected, but it’s worked out really well. You know, we’re the only first party that has someone who knows how to make games as a president of the company. I can actually sit down with Mr. Iwata and say, “Why don’t you take a look at this game?” and we can have a dialogue. If I were to do that with someone like Bill Gates, I think he’d rather be watching wrestling or something. I’m not saying that he’s not a bright guy—he certainly is—but he just doesn’t know video games. So it’s very exciting.
NP: What pressures come along with working on a game that’s as well-respected as MGS?
DD: There’s a tremendous amount of pressure. Not only do we have to do the game justice, but we have to improve on something that a lot of people really, really love, and it’s dangerous territory. On top of that, the fact that Mr. Miyamoto and Mr. Kojima are collaborating with us increases the pressure even more. But in some sense, that kind of deflates the stress, because those guys know what they’re doing. By the time we finish this project, I have no doubt that people will be very satisfied and happy with the game. But it’s a big task, no doubt. There’s a lot of people at SK who know the game inside and out, and they beat it on all the levels and know all the VR missions and everything. So it wasn’t like we had to look at the game and analyze it and learn what it was all about, because a lot of us had played it.
NP: What is your key message to fans of the first game who may be hesitant about MGS: TTS?
DD: I think that’s an easy question to answer. The first thing is, if you really compare the differences between MGS and MGS2, the amount of game play you can do—like throwing people over guardrails, hiding people in lockers, the first-person mode—significantly change the experience when you play the game. There’s different radar modes, the guards are far more intelligent…so imagine taking all those different game-play mechanics and having them in the first game. On top of that, we’re going to add GCN-GBA connectivity features that are really going to enhance game play modes unique both to MGS and MGS: TTS. We’re also looking at the first game and seeing what we can improve upon with the technology we now have—such as with the boss fights. So there’s going to be change beyond that, too. It’s definitely not a port—it’s a complete remake. If you love the first game…we love the first game, and it’s our job to make sure it’s an experience and worthwhile for people who have already played the first one. And for those who haven’t played MGS: Wow, what a game. You’re really missing out. The story, too, is really amazing. I remember when we were focusing on story [for Eternal Darkness] and MGS came out. That was the first time SK said, “Wow, someone else is really interested in doing what we’re doing.” It’s kind of funny that it’s come full circle in this manner. Four years ago I never would have imagined this.
NP: Are you going to rescore the game, musically?
DD: It’s completely rescored.
NP: And is the original composer working on it?
DD: Actually, Steve Henifin is working on that—he’s the one who did the music for Eternal Darkness—and he’s collaborating heavily with Konami. So again, there’s no point in totally changing the music. It’s going to have the spirit of MGS, but it’s going to be completely rewritten and rescored. It’s something we’re really happy with.
NP: Is it going to get an M or a T rating?
DD: We don’t think that matters. If you have the rating affect you that much, it’s really going to put a slant on your vision to the point where it’s not worth doing. Even with ED, we weren’t sure it was going to get an M. Looking back at some of the scenes, yeah, I can see why it got it. But most of the game is really not that shocking, and it’s the same with MGS: TTS. Most of it isn’t bad, but you see that one cut scene we showed [at the press conference] where the Ninja slices a body in half, and that might put it over the top right there. I’m just not sure. MGS: TTS has serious, serious content and very deep messages, but it’s not anywhere close to some of the stuff that’s out there right now.
One of the things with the video game violence issue is that there’s no significant link whatsoever [between video-game and real-life violence]. There’s really nothing except babble by the politicians. And people would say “You know, I feel in my heart that it’s bad.” And I can understand that, and I’m not going to argue with what someone feels in their heart. But then I ask them, “What did you think of Saving Private Ryan? Because was that not incredibly violent? But do you not think that it had a really good message, and that everyone who watched that movie never wanted to go to war?” So there can be positive messages through violence, but it has to have meaning. And with that meaning, I think we do gamers and the public a service, and it’s our responsibility as game creators to bring that to the forefront. And that’s one of the things that I think Mr. Miyamoto and Mr. Kojima really want to do—responsible gaming. No one has anything against a game selling well, but when it’s sending home messages that aren’t the most appropriate, that has an influence on our entire industry, and we as an industry have to take responsibility.
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