You're not entirely wrong but you're not entirely right either. He's used elements of gameplay to send a message, to express a strong emotion and if the popular theory of MGS2 is correct, to send a subtle slow-burning 'mindf**k' to the player throughout the player's time.Amaror said:What? Seriously what? Kojima delivers very little through game mechanics and mostly through long, long cutscenes.BarryMcCociner said:Here's the discussion I want to have: which developers, beyond Kojima, are capable of delivering artistic messages solely through their game's mechanics?
Now don't get me wrong, i like Kojima.
Metal Gear Solid 5 is my first MGS game but i am having a lot of fun. The Story, while wacky and silly, is interesting so far and the gameplay is just so much fun.
And there are some aspects of the game that get delivered through subtle hints of the game, like Big Boss's Appearance and how it changes the longer you are away in the field. But not much of it is through the actual Gameplay. The Stanley Parable delivers a message through gameplay. MGS really doesn't. But as i said, that's ok.
Kojima is more like Tarantino. He has his own unique Style. He's silly and wacky and doesn't take his games too seriously, while exploring very serious thematics and scenarios. And he still manages to make it all fit together surprisingly well, which is pretty much exactly what makes Tarantino's movies so special.
You can even draw more parralells.
Tarantino is known for long, drawn-out conversations in his movies, Kojima is known for long, drawn-out cutscenes in his games.
I'm really not trying go all out fanboy and try to shut you down or something(hope I haven't come across that way) but while Kojima is known for his long, drawn-out cutscenes, it's an incredibly unfair remark to make of him. His style shown in MGS is far more than just cutscenes :/