After it was made known that Heavy Rain had sold over 1.5 million copies just a few months after being released, Quantic Dream boss, David Cage had become more of an important voice in the gaming industry. Not that he wasn’t already, but when you’ve created a new IP that has created a new genre of games, one that many thought would fail but yet managed to garner widespread critical success and blow away all expectations at retail, people start to listen more intently to what you’re saying.
Cage was speaking recently about the advent of motion gaming, and what he thinks about the incessant drive in that direction by the companies. To him, it’s not a bad thing, but if content is not created to keep the right people interested, it’ll eventually fall apart.
For him, “content is key to everything.”
“For me, emotion is everything,” Cage said speaking to GamesTM. “If you can create an experience that is emotionally engaging and though provoking I donâ€™t have anything against using motion control. But are motion controllers the magic solution to our content issues? I donâ€™t think so.
Yes, it will be a very useful device for many people who have difficulties using the standard controllers, but if we cannot offer anything more than tennis games we are not going to hold their interest for very long. Content is the key to everything. Once you have the right content, you can make it work with any type of device.”
For those who didn’t know, there’s a “Move Edition” Heavy Rain incoming, but as you can see, that doesn’t necessarily mean Cage’s team will be dedicating future projects to the new technology.
Cage is a man who feels liberated, he said “breaking free” from the traditional patterns and structures in gaming today was very important to him, and that we need something new for the future.
In fact, the man’s so passionate about his stance that if Heavy Rain had flopped, he “probably would have left the industry.”
“My point of view is certainly very marginal in the industry right now, but I continue to believe that the future of games lies in reaching an adult audience, not the way the Wii does, but in creating interactive experiences that carry depth and meaning, and trigger complex emotions. We should invent new ways of playing to get rid of loops, mechanics and patterns, as well as stop limiting ourselves to ultra-violent themes,” he said.
Ultimately, Cage is calling on developers to try new things. Things that would propel the industry forward in a positive light, forcing others to take the entertainment form seriously.
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