Our challenge this week is to create a small mini case study on any thing we like, chose from a small list I decided to base mine upon the 1998 Konami legendary game, Meal Gear Solid.
Before I can start I first need to look at what a case study actually is and what it entails.
” A Case Study, is a 2500 word detailed description and analysis of a commercial design project in the context of its environment.
Student s are required to collect and present detailed information about the professional environment and the professionals involved in the design process. A form of qualitative descriptive research, the case study looks intensely at an individual or small organization working within digital arts / new media production, drawing conclusions about that participant or group and only in that specific context.
Emphasis is placed on exploration and description. Specific requirements are detailed on individual project briefs. ”
So with that in mind, and also taking note that this is a mini case study the first thing I need to look at is research:
Metal Gear Solid is a 3rd person perspective stealth based action video game, both developed and published by Konami.
The player controls the main character Solid Snake through 2 disks of level design. This game play is intermixed with cut scenes, boss fights and the in game communication system called the codec; something I will talk about later. The game follows a story arc which sees Solid Snake infiltrate a nuclear weapons disposal facility with the initial mission to locate two hostages.
One thing you have to consider when looking closely at MGS at how technologically developed this was and way ahead of its time, more than people I think realised. It was breathtaking at the time playing some of the scenes in this games; I remember the days and believe me, breathtaking is almost an understated fact.
What is far more astonishing is how game developers didn’t look at it as a major source of inspiration at how to make truly amazing games, as they continue to churn out the same old boring game with another sequel number on the end = lame.
I mean simply taken from anterview with Hideo Kojima in regards to MGS:
PSM: Was there any part of the game-making process that you were particular about?
- HK: You often hear the phrase “being particular about”–it’s not one that I like. The main point is that you can make a world in polygons. If the player isn’t tricked into believing that the world is real, then there’s no point in making the game. If you can captivate the player without having to trick them, then the game is worthwhile. That is the most tiring task.
PSM: Does the game give you the feeling of being there?
- HK: Definitely. A lot of adjustments had to made, down to the tiniest detail like individual desks. In order to have the entire game seem real, each separate element must be checked to make sure we haven’t slipped up.
I mean do you understand what he said? Like really do you? adjustments were made to every detail, such as individually designed desks to ensure the game was realistic, long gone in my opinion have the days of great game development.
Any-ways… MGS had several memorable scenes in the game one, of which very early on and was ingenious as it was such a subtle puzzle yet at the same time it helped reduce piracy of the game; (granted something which has become a greater issue to publishers since ’98) but nether the less chipped consoles and copied games were around and Konami and incorporated a genius plan to some what counteract this.
The codec was an in-game communication device to put it in terms. This; accessed by pressing select allowed Solid Snake to communicate with in-game characters by navigating a frequency based radio device to get in game help and even save game progress and was always integral to the game.
Those of you who have played this will know perfectly what scene I have been referring too, yes contacting Meryl for the fist time. (The above picture is merely an example of the codec and not the scene)
A lead character asks you to contact another character called Meryl by checking the back of the CD case. The case referred to was the CD case your game came in. On the back, there is a screenshot of Meryl and Snake in codec mode with the frequency visible allowing the user to manually navigate the codec to the frequency and there for being able to contact Meryl
This insured that only legitimate owners of the game knew the code which was needed to progress with the game.
This was only the start of how well Konami had devolved the game, I could mention a few things like being able to hide in boxes and how footprints in the snow could be tracked by the enemy but rather than ramble I’m going to jump straight to the best boss fight literally in gaming history, and I certainly don’t say literally lightly. I challenge you to show me a better boss fight than Psycho Mantis.
When referring to this it is imperative to remember this game was released in 1998 and development began in 1995. Only once this sinks you will sit back saying “Woa” Psycho Mantis is a boss fight and he can quite simply read your thoughts. Well not literally, more accurately you button movements.
He pre predicts you movements, if you shoot he moves left if you move left and shoot he moves right. You crouch, he throws stuff at the floor at you. This kind of integration into a video game is unprecedented. It is hard to explain in such terms to explain how breath taking coming into contact with a feature like this is.
As a result you can not kill the boss (we’ll after putting 30 hours into trying I did after on my fifth attempt, a fight taking 6 hours and lots of rations, on a school night too!) You receive a codec call informing you that a way to kill him is to simply unplug the controller from the console and plug it into the second control port. This ensure mantis can not for see you movements and becomes an ‘easier’ to say the least, boss fight.
10 years later Guinness World Records awarded Metal Gear Solid with a record for the “Most Innovative Use of a Video Game Controller” for the boss fight with Psycho Mantis in the Guinness World Records: Gamer’s Edition 2008 edition.
MGS received an extensive promotional campaign from television and magazine advertisements, in-store samples, and demo give-aways, all of which contributed to a total of US$8 million in promotional costs. An estimated 12 million demos for the game were distributed during 1998. Metal Gear Solid sold an estimated 7 Million units on the Playstation one compared to the 1 Million units Hideo Kojima stated he would be happy with.
Since it’s release an ad-on was released called “VR Mission” which required the original MGS discs to play.
This allowed you to simply train and play as previously non playable characters such as the ninja an more of a training simulator or arena style of combat.
Since the release the game has seen several related media forms including:
- A successful Japanese Radio Drama , which was also released on CD as a two volume set
- A metal Gear Solid comic was also published which was was adapted into a PlayStation Portable game titled Metal Gear Solid: Digital Graphic Novel
- A novelization based on the original MGS has also been published.
- Hideo Kojima confirmed in 2006 that a film adaptation of Metal Gear Solid was in development.He also hinted that the movie may be set in Alaska, the original setting for the game.
There have been several re-makes of the game re-released on different platforms including Twin Snakes for the Game Cube.
As you can see since the games release there has been a huge succession of content regarding the original game over 10 years ago. There are even rumours that a PS3 remake of the original is due, all of this adds up to the fact that Metal Gear Solid remains one of the best ever games to date.
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