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David Cage's questionable vision for the future of interactive storytelling

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Wednesday, March 16, 2011
EDITOR'S NOTEfrom Rob Savillo

Cage is on to something, but like Jason, I'm doubtful of its comprehensiveness. Games like Demon's Souls certainly marry mechanics to storytelling in successful and meaningful ways.

Quantic Dream's David CageDavid Cage has become the James Cameron of video games.

Both nurture a cult of personality comparable to the religious devotion of Apple fanboys. Cage and Cameron are defined by their pretensions. But Cameron’s street cred (at least partially) justifies his messiah complex. Cage’s resume falls well short of his ego.

Heavy Rain is a great game. But I don’t consider it a paradigm shift. To Cage, Heavy Rain represents no less than a quantum singularity threatening to engulf the entire industry. If you think that sounds hyperbolic, you clearly haven’t heard the man speak.

“With most games and the designs we as an industry offer, we clearly target teenagers. Most games are based on violence and/or physical actions,” Cage said at his GDC panel. “These two activities are what you do in most video games out there. The consequence of all this is that video games become -- most of the time -- meaningless.”

“Forget video-game rules. Mechanics, levels, bosses, ramping, points, inventory, ammo, platforms, missions, game over, [and] cut-scenes are things from the past,” according to his Powerpoint presentation.

Those harboring a messiah complex believe that all which came before them is archaic and irrelevant. Politicians often labor under this false pretension. Cage fits this to a “T.”

 

He believes that Heavy Rain represents a revolution in video-game design. Game over conditions, traditional gameplay, and leaderboards are all relics. The future is “interactive fiction,” as Cage describes Heavy Rain.

It’s one thing to toot your own horn. Most developers believe they’re at the forefront of a revolution. But the manner in which Cage decries the entire gaming industry warrants a critical eye. Heavy Rain is a very unique game. As Cage mentions, it features no game-over screens. All four main characters can die. Likewise, no healthbars, bosses, or inventory screens supplement the experience. The game is a fascinating experiment. But it’s far from perfect.

The voice acting is a constant distraction. The worst of the bunch is Norman Jayden with his faux Boston accent. And while the story succeeds at eliciting an emotional response, the dialogue is toothless. Uncharted 2 is the benchmark for snappy, movie-style dialogue. Heavy Rain is an amalgamation of Hollywood clichés.

Much was made of Heavy Rain’s motion-capture technology. Equal attention was paid to the game’s uncanny valley effect (seen to the right). The cutscenes (which Cage claims don’t exist) are smooth and fluid. But when you have full “control” over the characters, they look like marionettes.

By any standard, Heavy Rain was successful. Worldwide, the game sold around 2 million units. It currently holds an 87-percent rating on metacritic. According to Cage, 72 percent of players finished it. I count myself among them.

Moreover, I’m excited to see Quantic Dream’s next project. But Cage needs to keep things in perspective. Traditional gameplay is far from dead. Uncharted 2, Mass Effect 2, and Red Dead Redemption (among countless others) would attest to that.

 
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Comments (12)
Dscn0568_-_copy
March 04, 2011

I don't think Cage has a messiah complex, but I can't see traditional games ever going away. Games like Heavy Rain won't spell the end of traditional games just as Oscar-winning films never spelt the end of mindless action movies, not to mention genres like sports and fighting games that aren't based around telling stories anyway. 

Me04
March 07, 2011

I would listen to what Cage had to say if his recent games had good stories. Indigo Prophecy was just garbage, and Heavy Rain was emotionally manipulative in its scenarios, which did nothing to build up his two-dimensional characters. As I've said many-a-time, he can talk trash about the silent protagonist in games, but I was more emotionally attached to the Weighted Companion Cube in Portal than any of Cage's characters. This is precisely because I wasn't playing a talking character. In some games, that kind of thing just works.

Still, I'm also interested to see what he does next, but not that confident it'll be as earth shattering as he thinks. Right now he has some interesting presentation ideas that are ruined by the travesty he thinks is writing.

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March 16, 2011
This piece is written in a way that makes it seem like Cage has no merit of past good gaming credentials. Indigo Prophecy, although it did have a few rough spots, was an overall great game, and Omikron (from what I hear) had its good points. It would be rather wrong of me to say that I believe this guy only produces gold, but with the direction he is headed, I am eager to see what his next project is. Also, what defines "traditional gaming?" I would not call any of the games listed in the article as traditional. First, establish what is considered tradition, then I'll get back to you.
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March 16, 2011

@Jacki
In point of fact, I'm not even saying that Heavy Rain is a bad game--far from it. I just don't think it's the paradigm shift that David Cage feels it is, and like many critics, I tire of hearing him prognosticate about how HR represents the future of gaming.
I admit that "traditional gaming" is a rather vague term, but we can certainly define it by what it's not. Heavy Rain is nothing if not unconventional. You have minimal control over most aspects of gameplay and the narrative will continue whether you "fail" or "succeed."
Like the casual vs. core gamer debate, I believe there's room in the market for both "traditional" games like Uncharted 2 and Modern Warfare, and offbeat titles like Heavy Rain and Limbo.

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March 16, 2011

I suspect that Jason is defining "traditional gaming" as a uniting of relatable controls and visuals; i.e. Call of Duty is a first-person shooter – a mechanic most gamers are, presumably, familiar with.

I found Heavy Rain to be an exhilarating thriller. I would not classify it as a revolution of the medium, though it is certainly a branching evolution. Cage stands firm on his theory, and I admire that; however, I don’t agree that mechanics we have grown up with are archaic.

Me
March 16, 2011

I covered the David Cage GDC panel for G4TV.com: http://bit.ly/goUGes

I was appalled at what I heard, honestly. I could have written a 1,500 word feature about how full of crap he was. There's no logical consistency to his arguments, and some of his suggestions are foolhardy at best.

My issue with David Cage is that he doesn't make video games, by his own admission. He is therefore in no position to be telling anyone else how to make video games.

The whole point of his GDC lecture can be boiled down to this: he's looking for some company in this genre he supposedly created. He already has that company, however. He makes adventure games. So do other people. Well, not so much anymore, but once upon a time they did, and I think it's a genre perfectly worth returning to.

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March 16, 2011

@Dennis
Great article.
Anyone who's so dismissive of all that which came before them warrants a critical eye. David Cage may be a talented game designer but he's not reinventing the electron here.

Scott_pilgrim_avatar
March 16, 2011

Cage is definitely tooting his own horn. While I enjoyed Heavy Rain, I'd be very wary of other games like it. In fact, I'd find it difficult playing another game like this--I didn't even consider purchasing the DLC.

What I find interesting is that he says things like game over screens are a thing of the past and his game doesn't really have a "Game Over" in the traditional sense of "you lost." All of the main characters can die and you haven't really lost. In this sense, finishing it, isn't really all that difficult, so his 72% statistic means little when compared to traditional means of "finishing."

But I have to disagree with you on one point, Jason. Norman Jayden's voice acting is the worst?! Really? The dad (whose name escapes me) was the most grating on my nerves. His cries of "Shau-aun" in the mall almost made me quit playing ;-)

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March 16, 2011

What bugged me about Jayden was that his "accent" regularly cut in and out. Christian Bale (another Brit) did a passable American accent in the Batman films. In fact, he even did a decent Bostonion accent (ok, technically Lowell, Massachusetts) in The Fighter. So it's not impossible for foreigners to sound "American."
Actually, Ethan Mars didn't bother me. Pascal Langdale's delivery was at least consistent. The kids, however, were a different story. Without spoiling the story, the two kids at the end of the game were cringe-worthy.

Inception
March 16, 2011
I've never had much respect for Cage. From what I've read of Heavy Rain, it's an updated Dragon's Lair. From the looks of all this, Cage makes QTEs. He's not interested in making a game at all. And for all the hype Heavy Rain recieved on a Worldwide basis, 2 million copies isn't that big a deal. The people cheering this guy at GDC disappoint me greatly. Game developers seem far too bent on their own "vision", and don't seem to bother much in keeping the one most important person in mind, the player.
March 17, 2011

Wow, this article was fantastic. I'm so glad to see someone actually step forward and call Cage out a bit. He's obviously very talented and has some nice ideas, but he speaks a bit too authoritatively on certain matters for my liking.

The big issue I had with Heavy Rain ***SPOILERS TO FOLLOW*** is that as fluid as it all is, they make it impossible to deduce who the killer is. The red herrings in Heavy Rain are far more problematic to me than a game over screen that disrupts a game's flow. When the killer is revealed, it felt really cheap to me and pretty disingenuous.

Also, the scene in which Madison is in the burning apartment is poorly executed. I exited the bathroom and before I could figure out what to do Madison caught fire and was dead. If you're going to remove the game over screen and make consequences permanent and flowing with the storyline, you better give the player an oopsie or two to back off from a mistake; especially if that mistake dramatically impacts the story or it is easy to walk into.

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March 17, 2011

Thanks, Jeff.
It pains me to criticize Heavy Rain because I think it's a fantastic game. The story is one of the best in gaming, the characters are very likeable, and the game succeeds in conveying authentic emotions. But the script was a mess, the voice acting hit-or-miss, and as you allude to, Jeff, the control scheme was clunky.
I didn't have a problem with the plot twist near the end. But some of the QTE was extremely awkward--shaking the controller, whatever the hell you had to do to pick Shelby's lock. For me, the foreknowledge that death was permanent lent added weight to the action sequences. It made the scene in the doctor's basement extra intense. Overall, I'd have rather watched Heavy Rain than play it.

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