IGN: To follow up on that, earlier on in the Boot Camp you mentioned that Call of Duty 4 was currently one of your favorite games. Are there any elements that you're taking from that to help influence this direction you're looking at changing MGO into?
Kojima: Well, I don't really say, 'Copy this, copy that.' Actually, I don't want the team to really mimic the system or the effects or the layout of the screen or things like that. That's not my intention, actually. I really want them to feel and naturally realize, 'Oh, that's different.' The MGO that we have, that we experimented with in Japan, was a huge success there's still a lot of fans saying that it's great, so the staff is thinking, 'Oh, we're in the right direction all the time.' However, by looking at Call of Duty 4 and games like that, created by a non-Japanese staff, I want my staff to realize, 'Oh, this is something different. Maybe we should have questions about what we're doing.' I really want them to realize this by themselves, and that's why I'm guiding them to realize that.
Some staff members that I have working on MGO, I've been working with them and they've been working with me for 15 years, so they're traditional in how they create games. They create the rules of the game first, and MGO is the same way: they first think about rules of the game, and construct the rules as to the gameplay. But look at Call of Duty 4 it's not all about the rules, it's more about the reality. You get really freaked out about being in that environment of the battlefield. I don't think that the staff of Call of Duty 4 decided the rules first. I want my staff to realize this, and not go the traditional way. I know it's difficult, but I want my staff to realize this by watching other games.