Caged Emotion
Heavy Rain creator pours his heart out.
It may. It may. I don't believe that every single game should be motion-controlled. It's great for certain types of game, but there are also games that you want to play just, you know, sitting on a couch.
But yeah, this is definitely something we are going to explore in the future.
Interactivity. Games. This is why I'm here. Yes I'm interested in storytelling, but I'm not a frustrated writer or movie maker who couldn't make movies so he makes videogames. That's really not my case. I was born and raised on videogames and I am 40 years old today. I started playing on Oric-1, which is a very old computer, and then I played pretty much every single console, or computer, since then. It's a part of my culture, but it's exciting for me to try to be a pioneer, to try to be explore new ways of doing things. I'm not a frustrated movie maker, honestly: I'm here because I decided to be here.
It's not one of my dreams, to be honest. It's not like I wake up in the morning and say, "Oh I should make a movie one day." No. No. Maybe it will happen one day, if it makes sense, if I believe I'm capable of doing it. But it's not one of my goals in life.
There is a huge replayability value to the game if you want to see every single scene, every single animation and sequence. There are so many different consequences that there's no real clear answer about how many ways there are. What I like about people who play it once is that you never know what would have happened if you did something different. It's like real-life. You never know what would have happened if you made a different choice - if you married another woman, if you had done something completely different. I like that people can enjoy the game that way. But I'm sure there will be hardcore gamers who will want to see all possible endings.
Oh no, no - honestly, no. What is really amazing for me is to see the scenes taking shape and slowly getting where I want them to be. Slowly but surely you start to see the emotion. It's doing black magic: every scene is doing black magic. It's really amazing. It's a very interesting process for me.
Our current assessment is that the game is going to be around 10 hours.
Yeah, er, yeah.
Well we're talking about the possibility of DLC, probably telling prequels about the characters, where they come from, what happened to them before Heavy Rain. This is still in discussion, but is something we're thinking about.
Yeah. You know, it really depends on what will happen with Heavy Rain. We're really happy with our relationship so far, and we're really glad Sony gave us a chance. Now we feel like we have to give them something back and make a commercial success of this game. We need to show them that we deserve their trust. We hope to do that, and we will see from there what happens.
It's a platform that we love and enjoy working on.
There will be a demo of Heavy Rain. It's a very difficult game to demo and it's always a double-edged thing with demos. My biggest fear is that if we show one scene, people will think, "Oh it's 70 times this scene, doing the same thing." It's not the case: every single scene is unique with different characters, different environments, different gameplay. It's impossible to convey that - we'd have to release 10 demos.
It's a frustrating situation, because if you don't release a demo, people may think you have something to hide, which is really not the case. But at the same time we want to make sure the demo we show really reflects and gives an idea of what the game is really about.
Hahaha. You can! We've done that before. All the characters in Heavy Rain are based on scans we took at the Parc de la Villette in Paris. There are some faces of real people in the game, which is really fun.
David Cage is the founder and co-CEO of Quantic Dream. Video highlights from this interview can be found on Eurogamer TV.