Home News Hideo Kojima Reveals 'Forgetting': Pausing Erodes Skills

Hideo Kojima Reveals 'Forgetting': Pausing Erodes Skills

Author : Emily Dec 27,2025

Hideo Kojima's Japanese radio podcast, KOJI10, offers listeners a unique window into the creative mind behind Metal Gear Solid and Death Stranding. In the latest episode (Episode 17), Kojima discussed how the passage of real-world time can be integrated into video game design. He not only reflected on time-based mechanics from his previous games but also shared unused concepts, including one that was ultimately cut from the upcoming Death Stranding 2: On The Beach.

Kojima is well-versed in gameplay mechanics that leverage your console or PC's internal clock.

He began by citing two examples from 2004’s Metal Gear Solid 3: Snake Eater on the PS2. To enhance the realism of jungle survival, fresh food supplies would spoil after a few real-world days. Consuming rotten food could make Snake violently ill, or spoiled items could be repurposed as unconventional weapons by throwing them at hungry enemy soldiers.

Death Stranding 2 Cast

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Kojima also utilized the system clock for MGS3's cat-and-mouse boss fight against the elderly sniper, The End. "Although he is an extremely challenging opponent, if the player waits a week, The End will die of old age," Kojima recalled. If players load a saved game from this battle after at least one week, they are treated to a cutscene where Snake discovers The End has passed away.

"I've considered having characters' hair grow in games," Kojima revealed. "Initially, for Death Stranding 2, I planned for Sam's beard to grow progressively over time, requiring the player to shave it regularly. Neglecting this would result in a disheveled appearance," he explained. "However, since Norman Reedus is a major star, I didn't want to make him look uncool!" Despite this, the director suggested he might still implement this feature in a future title.

Kojima also proposed three game concepts where the passage of real-world time is a central mechanic. The first is a life simulation: "It begins with the player's birth, progressing from childhood to adulthood. Throughout the game, you confront various adversaries. Similar to the earlier example with The End, if you continue playing, your character will eventually become a 70 or 80-year-old. At this advanced age, your physical abilities decline—your eyesight weakens, and your movement slows. As a teenager, you are faster and more agile, but by 60, your pace decreases," Kojima explained. He noted that while youth offers better physical conditioning, older age brings greater knowledge and experience, influencing your strategic approach to conflicts. "But no one would buy it!" Kojima quipped, though other podcasters expressed enthusiasm for such a quintessentially "Kojima-esque" experience.

Another concept he mentioned is a game centered on crafting an item that requires time to mature, like wine or cheese. This would encourage players to engage with the game gradually over an extended period, functioning much like a background or idle game.

Conversely, Kojima proposed a "forgetting game" designed for rapid completion. In this scenario, the protagonist gradually loses crucial information and skills if the player takes extended breaks. For instance, skipping daily play sessions could cause the character to forget "how to fire a weapon or their assigned mission." This memory loss accumulates until the character becomes immobilized. "Players would need to take a full week off from work or school to finish it," Kojima joked.

Speaking of taking time off, many Kojima fans will undoubtedly do just that when Death Stranding 2 launches on June 26. For more on the upcoming title, explore our interview with Kojima and our impressions after playing the first 30 hours.

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