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Forums - Gaming - Kojima recieves first ever video game Lifetime Achievement Award by MTV...

chasmatic12 said:
DTG said:
Miyamoto may design revolutionary/great gameplay but Kojima has managed to lift games to a medium equal to film as a device for deep, meaningful storytelling. He transcended the very definitions of what a video game is by creating the "interactive movie". Miyamoto has never really transcended the medium until the Wii and wiifit in particular.

This award should be given based on greatness.

Yes, Kojima is great, but creating the "interactive movie" isn't the only thing that qualifies as great. Miyamoto has created legendary characters, masterpieces, and an enormous userbase, not only as a developer, but as a project leader and top office-holder at Nintendo. His ideas are spawned in ways that no one else has shown. Miyamoto is great, a great that Kojima has not yet reached.

 

 

Miyamoto' greatness extends only to video games however he has never transcended the medium (til wiifit) to create an entirely new concept of gaming. An interactive movie is something that merged two competiting, distinct mediums into a complementary single whole. Kojima transcended the entire entertainment industry when he created MGS. Films, music and video games as a single package.



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DTG said:
The Ghost of RubangB said:
DTG said:
Miyamoto may design revolutionary/great gameplay but Kojima has managed to lift games to a medium equal to film as a device for deep, meaningful storytelling. He transcended the very definitions of what a video game is by creating the "interactive movie". Miyamoto has never really transcended the medium until the Wii and wiifit in particular.

He didn't invent the interactive movie.  Those were on Sega CD even.  For example: Night Trap.

At what point in an MGS game do you interact with the movie?  Isn't it a back-and-forth between gameplay/movie/gameplay/movie?  Because that's actually a step backwards.  I think you're looking for the phrase "more cutscenes than ever."

 

Games with a lot of cutscenes = interactive movie. The cutscenes are the primary aspect of MGS and the gameplay segmets provide interactivity between storytelling scenes, creating a movie with interactive gameplay pauses.

If that's your definition of interactive movie, then I think you're talking about Ninja Gaiden on the NES, or possibly before.  That's the first one I remember.  (link to cutscenes on the NES: http://www.youtube.com/watch?v=aRLqwsXebHQ )

Neither of them are interactive movies though, without branching narratives.  If you can't actually interact with the story (i.e. change it), then you're just playing a little, watching a little, playing a little, watching a little.  If your gameplay doesn't change which movies you see and which ending you get, it's not interactive at all.  It's just a regular narrative game, with movies in the middle (like Super Mario World).

How many endings does MGS4 have?



DTG said:
chasmatic12 said:
DTG said:
Miyamoto may design revolutionary/great gameplay but Kojima has managed to lift games to a medium equal to film as a device for deep, meaningful storytelling. He transcended the very definitions of what a video game is by creating the "interactive movie". Miyamoto has never really transcended the medium until the Wii and wiifit in particular.

This award should be given based on greatness.

Yes, Kojima is great, but creating the "interactive movie" isn't the only thing that qualifies as great. Miyamoto has created legendary characters, masterpieces, and an enormous userbase, not only as a developer, but as a project leader and top office-holder at Nintendo. His ideas are spawned in ways that no one else has shown. Miyamoto is great, a great that Kojima has not yet reached.

 

 

Miyamoto' greatness extends only to video games however he has never transcended the medium (til wiifit) to create an entirely new concept of gaming. An interactive movie is something that merged two competiting, distinct mediums into a complementary single whole. Kojima transcended the entire entertainment industry when he created MGS. Films, music and video games as a single package.

It's a videogame award.

 



Not sure if an award from MTV means much anyway, but congrats to Kojima nun the less



4 ≈ One

The Ghost of RubangB said:
DTG said:
The Ghost of RubangB said:
DTG said:
Miyamoto may design revolutionary/great gameplay but Kojima has managed to lift games to a medium equal to film as a device for deep, meaningful storytelling. He transcended the very definitions of what a video game is by creating the "interactive movie". Miyamoto has never really transcended the medium until the Wii and wiifit in particular.

He didn't invent the interactive movie.  Those were on Sega CD even.  For example: Night Trap.

At what point in an MGS game do you interact with the movie?  Isn't it a back-and-forth between gameplay/movie/gameplay/movie?  Because that's actually a step backwards.  I think you're looking for the phrase "more cutscenes than ever."

 

Games with a lot of cutscenes = interactive movie. The cutscenes are the primary aspect of MGS and the gameplay segmets provide interactivity between storytelling scenes, creating a movie with interactive gameplay pauses.

If that's your definition of interactive movie, then I think you're talking about Ninja Gaiden on the NES, or possibly before.  That's the first one I remember.  (link to cutscenes on the NES: http://www.youtube.com/watch?v=aRLqwsXebHQ )

Neither of them are interactive movies though, without branching narratives.  If you can't actually interact with the story (i.e. change it), then you're just playing a little, watching a little, playing a little, watching a little.  If your gameplay doesn't change which movies you see and which ending you get, it's not interactive at all.  It's just a regular narrative game, with movies in the middle (like Super Mario World).

How many endings does MGS4 have?

 

Why should you need brancing storylines or multiple endings? The interactivity is the gameplay the cutscenes are movie. There''s both interactive and passive entertainment.



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I am sorry, one series does not warrant a lifetime achievement award.

Mike from Morgantown

PS -- This looks like it was a production of MTV -- for its core audience. The MTV Multi-player Blog meanwhile is a good read.



      


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I like to jump around, and would lead a fairly serene and aimless existence if it weren't for my friends always getting into trouble. I love to help out, even when it puts me at risk. I seem to make friends with people who just can't stay out of trouble.

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NNID: Mike_INTV

DTG said:
The Ghost of RubangB said:
DTG said:
The Ghost of RubangB said:
DTG said:
Miyamoto may design revolutionary/great gameplay but Kojima has managed to lift games to a medium equal to film as a device for deep, meaningful storytelling. He transcended the very definitions of what a video game is by creating the "interactive movie". Miyamoto has never really transcended the medium until the Wii and wiifit in particular.

He didn't invent the interactive movie.  Those were on Sega CD even.  For example: Night Trap.

At what point in an MGS game do you interact with the movie?  Isn't it a back-and-forth between gameplay/movie/gameplay/movie?  Because that's actually a step backwards.  I think you're looking for the phrase "more cutscenes than ever."

 

Games with a lot of cutscenes = interactive movie. The cutscenes are the primary aspect of MGS and the gameplay segmets provide interactivity between storytelling scenes, creating a movie with interactive gameplay pauses.

If that's your definition of interactive movie, then I think you're talking about Ninja Gaiden on the NES, or possibly before.  That's the first one I remember.  (link to cutscenes on the NES: http://www.youtube.com/watch?v=aRLqwsXebHQ )

Neither of them are interactive movies though, without branching narratives.  If you can't actually interact with the story (i.e. change it), then you're just playing a little, watching a little, playing a little, watching a little.  If your gameplay doesn't change which movies you see and which ending you get, it's not interactive at all.  It's just a regular narrative game, with movies in the middle (like Super Mario World).

How many endings does MGS4 have?

 

Why should you need brancing storylines or multiple endings? The interactivity is the gameplay the cutscenes are movie. There''s both interactive and passive entertainment.

 

Because you're not interacting with the story. An interactive movie is a video game in which you, the player, interact with the story and become the character in the video game and have your own impact on it. Metal Gear Solid is merely a video game with longer cutscenes. You are not Solid Snake; you are merely controlling him to move along the storyline. He is his own character - all you're doing is moving the story along, but you have no direct effect on it. You are not immersed in the story because you're not in it. An example of an interactive movie where you are immersed would be something like an Elder Scrolls game because you are the character and you are affecting the story in a certain way with your own actions. Metal Gear Solid 4 only has one ending and one outcome, and nothing can change that. Therefore, it isn't an interactive movie. If you're too ignorant to understand that, I would highly suggest doing some research on what an interactive movie is, and by research, I mean something more than just an unreliable Wikipedia article.



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Dgc1808 said:
Not sure if an award from MTV means much anyway, but congrats to Kojima nun the less

 

I had no idea he was a nun. :P



chasmatic12 said:
I have all of the respect in the world for Kojima, but honestly, Miyamoto has had a greater impact in the gaming industry. Just my opinion, though.

And Jade is extremely cute, but she can't present if her life depended on it.

 

No, it isn't just your opinion. Miyamoto is far and away the most important and influential designer of video games in the history of the medium. Will Wright is closest to him, and even Wright isn't in the same neighborhood. The man is the father of the modern video game.

MTV handed out this award based on hype and the inability to recognize games that actually convey narrative in a way that takes advantage of the medium.



oh noes, Miyamoto didn't win the award first!  Let's call into question their stated criteria, supply a new set of criteria, insult the network/program/award, and generally fanboy out!