Tall nose bridge, a messy beard, a single cold eye beneath a weathered brow, and scars crisscrossing his face… paired with a gaze that feels far removed from youth and innocence. This entire look is fierce, almost brutally so. Players immediately formed their own conclusions.
"BOSS looks incredible!"
"Who is he actually supposed to be? Has the administrator officially confirmed anything yet?"
"Speaking of protagonists, do you think this war-themed game will follow the usual storyline? You know, the young recruit thrown into a brutal battlefield, watching his comrades fall one by one, tragedy forging him into a legendary hero?"
"That's very possible! But then… is this guy going to be a hero or a villain?"
"What kind of nonsense is that? Besides hero or villain, what other options do you think exist?"
Beneath John's account, players across the community debated frantically about the true identity of the character called BIG BOSS. Yet no one seriously believed he would be the protagonist. Even when some suggested the idea, the majority immediately shot them down with ridicule.
After all, most mainstream games feature a rugged but still conventionally appealing middle-aged man as their lead character. But this man? With a full, rough beard, a damaged face, a single eye, mechanical prosthetics, and scars like battle-etched history, how could someone like him possibly be the protagonist? In contrast, look at Leon in Resident Evil: he fits the current mainstream image of a heroic lead far better.
John didn't pay too much attention to the heated arguments among players online. However, someone within the studio had already raised concerns about making BIG BOSS appear too intimidating and "unpleasant" as a protagonist. After all, the scars, the missing eye replaced by machinery… everything about him radiated danger and villainy rather than the charisma expected of a hero.
"Mr. John, is it really suitable to set BIG BOSS as the protagonist? Many players online seem convinced he's not the main character," said Evelien, who had returned and was now the lead character artist for Metal Gear, speaking with visible concern.
The success of a game depends on many factors, and character art is unquestionably one of the most crucial. After all, appearance shapes the player's initial emotional impression. You can claim that a character's soul is fascinating, but if players feel no desire to approach that character at first glance, what chance does the narrative have?
For gamers, first impressions are deeply important. Beyond brand reputation and gameplay style, a compelling character design is one of the strongest reasons players decide to try a game. It's because a believable, attractive, or intriguing protagonist earns their trust, regardless of whether the story is dark, tragic, romantic, brutal, or experimental.
Although gameplay mechanics and story depth are the true core of any title, art and character design cannot be ignored. And John's requirements stood in stark opposition to mainstream standards.
Listening to Evelien's concerns, John simply smiled and gently shook his head. "When designing characters, you have to understand one thing: is the story pushing the character forward… or should the character be powerful enough to shape and carry the story?"
"There's no doubt that Metal Gear tells the story of BIG BOSS, yet at the same time… it isn't only his story. BIG BOSS is just a reflection, one fragment of a much grander narrative," John said, his gaze steady.
Metal Gear isn't a tale of a flawless hero. Whether it's BIG BOSS or any of the other characters, none of them are heroes destined to change the entire world. They aren't dragonborn saviors, like in The Elder Scrolls: Skyrim.
After a brief discussion with Evelien, John gathered the core leads responsible for level design, mission structure, and equipment systems for an in-depth meeting. He explained his vision of gameplay philosophy. As for equipment, balance, structure, and other systemic elements, he entrusted them to the team. John wouldn't micromanage every detail. Instead, he shared the game's concept, core direction, and spirit of its design… then left it to his team to build, refine, and ultimately realize under his guidance.
John himself focused primarily on mission creation and the overarching structural blueprint of the entire game.
"In our equipment system, including close-quarters combat and a full melee framework, players will have six main categories of weapons: small firearms, heavy firearms, energy weapons, throwing equipment, and more. Each combat tool must possess its own characteristics, unique feel, and combat effect, while still supporting upgrades and modifications. Firearms can be enhanced with attachments like silencers or infrared targeting…"
"Next, armor can be upgraded, improving defense, boosting recovery, and enhancing survivability. This won't be much different from many RPG systems on the surface, but our key is transforming traditional equipment into something deeply integrated with firearm-based combat. And whenever possible, use weapon types players already recognize and love."
"Also, we'll include a special recycling system so players can recover battlefield salvage, whether it's enemy soldiers, tanks, containers, or supplies, sending them back to the main base to collect resources or exchange for money." As he spoke, John delved into various core elements, including the design philosophy behind the recycling mechanism.
The Metal Gear system he remembered belonged to another world's gaming history. Though exaggerated at times, it always made intuitive sense. However, here it needed a proper explanation. The 'Fulton Recovery System' could no longer be used exactly as it was, so John renamed it the 'Sky Hook System', both as a tribute and an evolution.
"Beyond combat, the Diamond Dogs base must also offer players a sense of growth and construction. By completing missions and earning bounties, they'll continuously expand the base, recruit stronger soldiers, develop more advanced technology, and unlock new equipment through research conducted within Diamond Dogs headquarters." Looking around at every team member, John patiently described the core spirit of the game's systems.
These features would not only support gameplay but breathe life into the world itself.
