With a movie, it's probably easier to sustain intensity and seriousness over the 90-minute duration. But in an open-world game it becomes exhausting, demotivating and even uninteresting for the player.
In any game, you have an enemy coming at yourself that you have to shoot. If you go back to 'Space Invaders,' they shoot at you when they come at you, so how are you going to protect yourself? You're going to shoot, and that is a typical videogame.
My games are rather stressful games, where you have to play for a long time.
Japanese players do not like being thrown into an arena in which they are given very little instruction. You can head in any direction, 360 degrees. They say, 'What am I supposed to do? Give me hints. Provide me service instead of just throwing me into this arena.'
What I'm really trying to do is create unique characters.
In the past, the U.S. was the centre of the world, where everything was happening. I think my stories have always sought to question this, maybe even criticise it.
Hollywood continues to present the U.S. Army as being the good guys, always defeating the aliens or foreigners.
Stories in which the player doesn't inhabit the main character are difficult for games to handle.
As a game creator, I'm not 100% satisfied when looking back at the previous game that I released.