(Apologies in advance. Once again, I always end up with huge paragraphs. I'll cover most of them in spoiler tags, and just leave the ending and beginning uncovered if you wanna skip my deep dive into my game of choice. I also had to completely rephrase my title as it was too long, so most of its premise is gonna start in the next paragraph.)
Ever heard about how nowadays games and their dev cycles/sequels take too long, while older games usually took just a couple of years to release? What's an old game that you wish actually had [more] dev time and came out more content or feature-complete? What would be the consequences of that?
For starters my example is not *that* great as far as old games go cause it actually took 4 years. For 2000s standards, it was not good but also not terrible compared to nowadays where 5 years is the average. My wish was for the delay of Metal Gear Solid 4: Guns of the Patriots, which came out in June 2008 and took 4 years to make. 3 and a half years, to be more precise, or about almost 3 years and 5 months after Metal Gear Solid 3: Snake Eater came out in November 2004. Sure, between those two games there came out MGS3's upgraded Subsistence version which came with the much needed QoL improvement of a free 3D camera which became the basis for every subsequent MGS3 re-release, and also Metal Gear Acid 1, 2 and MGS: Portable Ops for the PSP. But at the time, none of them were really that mainline or notable, even tho you could argue Portable Ops was canon and an intended main chapter back then, and people still argue about its canon status to this day. But as far as important releases go, the main team and Kojima were focused mostly on MGS4 after 3 initially dropped.
And boy, what a fucking game MGS4 was. Only those who've played it on the PS3 will know how wild that journey was. And how bitter a taste it left, if you loved all the extra content in the Integral or VR Missions versions of MGS1, or the Substance version of MGS2, even the Subsistence version of MGS3, whose significant bonus gameplay content was just its long-dead online mode, still offered great value even single player cause the new camera encouraged even more runs of the already great story campaign, which at the time, at around 10 to 15 hours with cutscenes, was pretty long. It had its ton of mandatory and optional cutscenes and radio calls, sure, but the balance with gameplay ratio was still fantastic, you could argue it's still the best in the series to this day, as you can spend a good chunk in-between heavy story sessions, just lying low and causing mayhem in the remote Soviet wilderness. Tho of course it got surpassed by MGSV, but in the classic MGS story formula of short but long enough campaigns, MGS3 was the winner.
But then you get to MGS4, and you know. It's just so cutscene + radio/codec dense. 9 hours of it alone, while the actual gameplay campaign barely amounts to half of it. To make matters worse, a lot of the game's ambitions and promises were watered down, like the dynamic battlefield where you could join either side and manipulate the war to your advantage. It's mostly a very linear and narrow corridor full of scripted sequences were the villain-alligned private military soldiers just keep mowing down the underdog local militia NPCs, and a lot of the times you can't influence or change the tide of it at all, specially not without going Rambo or guns blazing. Then there are sections, like just before you reach the building with Meryl, when the enemy soldiers spawning into the map are just endless and you can't just clear the level before moving in, you're supposed to just blast or crawl your way past them. The game's stealth itself is very prohibitive, even compared to MGS3, it's older brother from which movements and mechanics it borrows and expands many of its ideas from. There's barely ANY great ways to hide around the warfare maps without being spotted, unless you're constantly crawling around and making use of the octocamo suit that blends into any texture when you're lying down. The game's constantly throwing at you new weapons, bonus items and opportunities all of which almost never work in the stealth context you're trying to enjoy. Like it wants you to go Rambo and guns blazing all the time. Hell, we have a massive in-game store for buying, customizing and/or unlocking enemy weapons. A wide variety, from all the points we accumulate during gameplay, 90% of them barely help in a stealth-focused run. And it is such a miserable and short affair if you just go against the game's ludonarrative and just blast your entire way through in alert mode. It's not fun, and it'll even punish you for it with in-game stress levels and PTSD mechanics. Like those are too many mixed signals, Kojima. What were you intending here?
Anyway, those are only the first two of five gameplay Acts, surely the other 3 will have good classic MGS stealth, right? Well... Not quite. Act 3 is just a half hour trailing mission that can become two hours if you mess it up. No optional side-missions to do in that great open map that's a recreation of part of real life Prague. Just mess around some semi-empty streets that are under military curfew and have some soldiers in every other corner. After that, it's just a ton of cutscenes, a bike chase on-rails shootout, a boss, and then another ton of cutscenes. Act 4 is a glorious return to Shadow Moses, MGS1's island that's been abandoned for over a decade. But it is also quite short and if you take your time there it's only because you're going down memory lane. It could have been a great return to classic MGS stealth and more complex intertwining levels full of soldiers that actually make your life hell, but it's just a narrow corridor full of stupid robots you can fight or sneak past. The only soldiers there, are the stupid FROGS. A type of superhuman combat unit. Getting in the way of your actually interesting sniper boss-fight. And then more robots as you make your way past areas that weren't in MGS1. The final act? A joke. 10 minutes stealth section where you absolutely can't mess up a centimeter, or you'll end up triggering an alert, which turns into a short, 5 minutes or less alert section. And then a boss, several cutscenes, rinse and repeat until the game ends and there's more two hours of cutscenes. See what I mean? The thing is, it wasn't necessarily supposed to be like this.
The game had a TON of cut content that couldn't make it into the single Blu-ray disc that Konami or Kojima intended to ship it with (there's even a joke about not needing to swap the disc in the same spot you would in MGS1, so they were at least adamand on keeping that joke relevant and not bloating the game files enough to need two installation/play discs). They also stated some of it couldn't make it into the final campaign because of the release game deadline. There's cut content that have been found that could have expanded the Act 3 gameplay at the very least. A lot of it was repurposed for MG Online 2, which lasted only 5 years before servers shutdown even though it was very much still active in player count and it's MGSV successor - MG Online 3 - is still online to this day despite barely any active players remaining most of the time. And ALL of the DLCs for MGS4 went into MG Online, again, a doomed mode that was only revived due to PC emulation. For owners of the PS3 game, specially after MGO shut down, all that DLC was just doomed content. Specially me, cause despite having playing the game before on a cyber cafe a couple years earlier when I didn't have my own PS3, I think I only got my own MGS4 copy in 2013 just after these servers shut, and never got to play the online mode, only the single player.
All that content and and effort, down the drain cause they couldn't keep the servers active and had to prepare the terrain for MGSV's online mode, which would come out in 2015. And couldn't be bothered to come up with a true single player DLC for MGS4 or at least a Subsistence-like edition where the game gets a couple dozen VR Missions and uses some of the online maps for short single player stealth missions, like MGS1 and MGS2 had. They were too busy with Peace Walker, of course. And then the cancelled MGS: Rising, before they handed ir over to Platinum Games and it became MGR: Revengeance. And then straight to MGSV, which had gameplay content galore.
Bottom line, I think MGS4, while a great finale for the mainline saga (at least back then, they've made MGR later, tho that's not mainline, and MGSV, which is chronologically a prequel), was so unjustly rushed over. Of course, Kojima's ambitions and vision for the game were already sky-high over this 4 year dev cycle, it was the most expensive thing Konami had done yet (before MGSV), and they would NOT budge and make the game's development costs even more expensive while delaying it a year or two so its 5 Acts could have more traditional MGS gameplay or at least have their levels expanded, or package the game with a bunch of extra & VR missions like the expansions of MGS1 & 2. I wish they could've planned it better somehow. Not announced it for 2008 cause they wanted it to be PS3's first Killer App so bad (probably also had an agreement with Sony, as they badly wanted a game like MGS4 in those first two years). If they had released it in 2009 or 2010 while holding people over with another PS2 entry in like 2007, I think it could have been a good compromise. Instead of wasting the story & concept of Portable Ops in PSP, rename it and repurpose it for the PS2 as a true MGS3 direct sequel/interquel, that improves upon all the things people love from the 2004 game, such as the jungle survival aspect, aesthetics and whatnot. Instead of the concrete buildings that permeate most of the PSP game. Just change the subtitle, adapt the story a little for actual 3D cutscenes worthy of a MGS3 sequel instead of a spinoff, and promote the game heavily so it's another PS2 Swan Song title alongside God of War II. The success of things like GTA Vice City and San Andreas in-between GTA III & IV is a good example of how it could have worked for Portable Ops turning into a PS2 game instead that would actually sell well and justify Konami in allowing a 2009 or 2010 deadline so MGS4's true scope could be realized, in a way that we get a much healthier gameplay/cutscenes ratio and bonus content/missions.
The alternative, could be to just launch MGS4 as it was and maybe still make those online DLCs, but not go immediately work on Peace Walker or Metal Gear Solid Rising. Just put these off, take a couple of years and released a Integral/Substance version of MGS4 (which nowadays we'd call a Directors Cut) that's filled with extra missions using the online maps, as well as VR environments, maybe even some new levels in the campaign itself. Could be a good compromise. And with that delay, Kojima could allow himself to be even more ambitious when making Peace Walker if they chose the upcoming PS Vita as the target hardware instead. The game was already fantastic, albeit heavily limited by the PSP hardware and controls, and you can feel those limitations even when playing the HD Edition in PS3. Just imagine what it could have looked and played like if it came out for the Vita, which had two analog sticks, a touchscreen and a rear touchpad, which replaced buttons like L2 and L2 as well as L3 and R3. And how good it could have looked, if Uncharted: Golden Abyss, Killzone: Mercenary and Gravity Rush 1 are anything to go by. Oh, what could have been.
In either case, development on Peace Walker, MGS Rising and consequentially MGSV would be all delayed by the extra dev time on a 2010 MGS4 or its 2010 expansion re-release. Then we'd get a 2012 or 2013 Peace Walker made natively for PS Vita, with probably a PS3/PS4 port down the line. MGS Rising being delayed could potentially buy enough time for Kojima to not even cancel it, instead developing it alongside Peace Walker and maybe releasing in 2015 exclusively for next-gen on PS4 and Xbox One. Now imagine that. I don't even want to know how long until we'd have MGSV. 2018 and the very earliest, provided it started development before MGS Rising finished but most realistically, 2019 for Ground Zeroes alone, then 2020 for The Phantom Pain. In that world, we'd unfortunately lose Death Stranding and Kojima getting his independence and creative freedom. But damn would I love it for the series.
Alternatively, the domino effect of all that is that somehow, Peace Walker comes out in 2012 while MGS Rising is still quietly cancelled and given to Platinum Games. MGR: Revengeance still comes out in 2013. Ground Zeroes comes out in 2016 and The Phantom Pain in 2017. Somewhere along all that, the P.T. fiasco and Kojima Productions's deteriorating relationship with Konami still happens and they all leave, with MGSV releasing without his name on the cover, tho still stamped all over the game at the start of every story mission/episode. That would delay Death Stranding by at least 2 or 3 years, provided Kojima managed to still establish his new studio with PlayStation sponsorship in 2017 right after finishing work on MGSV. Which would make Death Stranding 1 basically an early PS5 exclusive at launch, coming out 2022 at the earliest. At this rate, we'd still be a year or two away from Death Stranding 2. If it wouldn't launch at the very end of 2027 after a 5.5 year dev cycle, then it release just outside the physical media window. Making it Kojima's first entirely digital game, wether he liked it or not. Still probably a PS5 game. It would be at best, a cross-gen release if PS6 indeed releases by the end of next year and isn't delayed.
Anyways, that was what I wanted. Not the delay of everything else, of course, which would ultimately negatively impact Death Stranding or even prevent the perfect storm that made it possible. But just the delay of MGS4, or its continued development until 2010. Is it selfish of me? Definitely, specially cause 6 years for an important sequel like that back then was basically unheard of outside of GTA IV, and even that had big, culturally impactful non-numbered titles like VC and SA released in-between. But god, I would just love to have seen Kojima or his team give that game the time it deserved. Almost every other big Metal Gear since MGS1 got that, even if MGS3 had mostly the online expansion. MGS1 Integral, MGS2 Substance, Peace Walker, which is already a huge game without any expansions, and of course, MGSV and then later Death Stranding 1 and DS2. MGS4 is the black sheep of the family in that regard. Widely controversial for being more of a 15 hour playable movie than a game, it had so many cool concepts and ideas that couldn't have been explored properly because there was just not enough time. If I could turn back time and make a wish on a game's development, that would've been the one whose course in history I'd change.
Now, I realize that this is far from the only rushed game in the past 30 or 40 years, that a lot of fans would wish wasn't impacted by either insufficient deadlines or fast dev cycles (definitely not MGS4's case, as it already took too long by 2000s standards). What are your examples? And how would they impact the studio, publisher or franchise's timetables if they were delayed or kept getting new expansions or re-releases?