a new video from did you know about games shed some more light on the mysterious nuclear disarmament scene first discovered in Metal Gear Solid 5 in 2015.
PC Gamer GOTY 2015 it had two multiplayer forks: the gone-but-not-forgotten Metal Gear Online, and the much weirder FOB build and raid system. FOBs make for asymmetrical multiplayer where you build and equip floating bases like the Mother Base from the main story of MGS5, but these FOBs are open to invasion by other players.
You can infiltrate an enemy FOB, classic Metal Gear style, to steal resources and personnel. FOB owners, meanwhile, can either manually enter to fight an infiltrator or leave it to their soldiers and security system, with a fully upgraded FOB of its own, arguably offering one of the biggest PvE challenges in the game.
The final currency of this system is nuclear weapons, which take weeks in real life to build and require the most thorough infiltration of forward bases to steal. In a fascinating twist, dataminers discovered a hidden scene in 2015, it was supposed to play for all MGS5 players on login, but only once all players on the platform in question (PS3, PS4, Xbox 360, Xbox One, and PC) got rid of their nukes.
DYKG’s new video reaches out to various fan groups that have tried to do just that, persuading players to destroy their own arsenals and participate, or steal nukes via FOB infiltration for disposal.
The closest anyone has come to actual global disarmament in-game was when a group called the Anti-Nuke Gang got the scene to play for PS3 players, but only through exploits. Turns out the game was rigged from the start: since banned accounts can still contribute to the world’s nuclear weapons total, and also can’t have their FOBs hacked for being banned, total disarmament is virtually impossible. Konami banned at least one of the Anti-Nuke Gang organizers, and the issue with banned FOBs remains in effect. With the publisher largely abandoning this somewhat obscure multiplayer mode in the MGS5 seven years later, this situation is unlikely to change.
High-end MGS5 players probably also had the best chance at world peace – it’s hard to see the diffuse base of PC gamers putting together a response large enough to handle the platform’s highest number of FOBs and nukes, for example.
If nothing else, at least Kojima has landed on a great metaphor here. Faced with the choice of individual self-interest or working with collective, confident strangers to achieve an overarching goal, MGS5 players largely chose competition. When a dedicated enough group tried to do something brave and uncertain in contravention of the game’s incentives, fate (or in this case, a video game publisher) slammed a door in their faces.