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In Which I Disagree With Heavy Rain Creator David Cage

Mehk
Wednesday, June 09, 2010

Editor's note: Elizabeth takes issue with what Quantic Dream's David Cage has to say about games-as-interactive-art vs. games-as-toys-for-kids. -Demian


A couple weeks ago, I was taking the bus from New York to Philadelphia, reading the May issue of GamePro. Despite the fact that I’m still in the middle (I think?) of Heavy Rain, I decided to read the magazine’s interview with David Cage, the game’s creator.

It was a really interesting interview, especially as someone who cares about the direction the video game industry is going, and I was struck by this quote (my emphasis):

"My goal is for Heavy Rain to leave an imprint in you and change a little bit of who you are and how you see things. Maybe the key characters and key moments will leave a trace in you. If you don’t have this ambition as a video-game creator, then maybe you should do something else, because this is what creation and art is about. If you don’t do art with interactivity, then you better make toys."

And also this one, continuing on the same theme:

"I think the [video game] industry is at a turning point where it should decide if we want to be toys for kids forever, or to allow some creators to express something deeper than just smashing zombies or killing monsters...I see Heavy Rain as year one of this new era where games should be more than toys."

“Yes,” I thought, for I am a longtime fan of serious, mature games. “I totally agree!” And then I put the magazine down to play some Bejeweled 2 on my iPhone.

 

A few minutes later, I became aware of the irony of the situation. Bejeweled, as you probably know, is the epitome of what many call the “casual game.” Of course, as someone recently said or wrote (I forget who), any game becomes hardcore if you play it enough, but I think it’s safe to say that Bejeweled fits into the category of so-called toy games that David Cage mentioned in the interview.

As I mindlessly matched colored gems, I got to thinking. And I realized this: There are two major problems with David Cage’s statements as quoted above.

 

1. Heavy Rain is so not the first game that is “more than [a toy].”

I’ve been playing video games seriously for ten years or so, which isn’t that long in the grand scheme of things. But I’ve made it a priority to play as wide a range of games as possible in order to learn as much as I can about the industry and its history. My favorite games range from the frivolous (Guitar Hero 2) to the somber (Suikoden, parts of the Metal Gear Solid games, Final Fantasy 8, Hotel Dusk) to the over-the-top absurd (Katamari Damacy, other parts of the Metal Gear Solid games, Typing of the Dead).

I’ve played text adventures that scrutinize the meaning of life (Galatea) and games where the story is barely relevant, if at all (Puzzle Quest, all Mario games, games that mix the lighthearted with the heartrending, Super Metroid, the Chrono games) and games that defy categorization (Earthbound). Need I continue?

Pretty much the only thing all the video games above have in common is that they came out before Heavy Rain.

Games have been pushing the envelope for years -- be it in terms of storytelling, graphics, or the ever-nebulous “gameplay.” Forget the question of whether or not games are art; ever since the birth of the medium, games have been adapting to incorporate an ever-expanding variety of, well, games.

And yes, many of these fit easily into the category of “toy,” and even, in Cage’s words, “toys for kids.” But, regardless of what some mainstream media outlets, obnoxious politicians, and other generally not-in-the-know people would have you believe, the majority of gamers are adults, and the majority of games are aimed at adults.

When prominent designers like Cage imply that video games are mostly created for kids, he just hurts the image of games that non-gamers have, and puts himself squarely in the camp with everyone who doesn’t understand the nuances of the industry.

The result of this? I’m sorry, David Cage, and I do like Heavy Rain a great deal, but you’re not the first one to think of making games that are “more than toys.” And, more importantly, you're not the first one to do it.

 

2. There is no reason why, if game developers want to make them and gamers want to play them, there shouldn’t be “toy” games as well as “serious” games.

This is actually my bigger problem with the Cage interview that is clearly really getting on my nerves.

As I said above, I do like Heavy Rain. I like it a lot, actually–I enjoy the moral tension of my decisions in the game, and the feeling that my actions really do affect the lives of the characters. I’m a big fan of the mature storyline. To be fair, the controls can be a little crazy-making and very much like a several-hour-long QTE, but that's beside the point.

I like Heavy Rain’s serious, gritty approach to in-game storytelling, but that doesn’t mean that I like it more than the way that other games do it. The two are simply different. Should the Katamari series start allowing the player to decide to cut off one of the Prince’s fingers or shoot the King of All Cosmos? Um… obviously, no.  And should game designers stop designing games that aren’t going to give their players options like that? Again, obviously, no.

I’m not saying that David Cage is calling for an end to fun (purely fun, that is) games–even though his quote could totally be interpreted that way, I’m going to choose to give him the benefit of the doubt here and assume that isn’t what he meant. 

But come on! There’s nothing wrong with games that don’t take themselves all that seriously. It’s far more important for game designers to do a great job at what they want to do than to try–and possibly, even likely, fail–to make every single game about serious moral choices and societal problems.

It’s great that David Cage and the others who worked on Heavy Rain are making strides in their niche of the video game medium, and even better that they’re so passionate about it. But just because they believe strongly in what they’re doing, that doesn’t mean they should rain scorn on the game designers who are moving in a different, albeit just as valuable, direction–and, by proxy, the gamers who play those games.


 

This post originally appeared in a slightly altered form on my blog, http://amour-fou.net.

 
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Comments (20)
Default_picture
June 04, 2010

"If you don’t do art with interactivity, then you better make toys."

QTEs are not interactive. David Cage made pretend tooth brushing, pretend drafting, pretend showering, pretend everything. He made a toy.

Default_picture
June 04, 2010

@Tim Heavy Rain lays somewhere in between. If you define a game as something with goals and progress,than Heavy Rain is very much a game. A toy in theroy has no say of how or what you do with it.  Heavy Rain has almost all the say in how you enjoy it.

Mehk
June 04, 2010

@Harold @Tim I think that you're both partly right--Heavy Rain is a lot less directly interactive than many other video games, in that the player controls the characters' choices rather than their individual actions. (eg. You can choose whether or not to shoot someone if the option is presented to you, but you can't, say, kick a hole in a random wall for no reason a la many action games.) But I also think that "toys" can be interactive. There are plenty of games that give you different choices (even if they aren't as serious as Heavy Rain's) and that can also be categorized as toys.

I think the term "toy" can be used as a slur, and I think David Cage was using it that way. But I don't think it should be a slur. There's a time and place for toys just as there is for more mature content in games.

Blog
June 04, 2010

I sometimes feel like I'm the only one who really hates this game and thinks the ambition of the designer is the only admirable thing about it. I'm ok with that, but it makes me uniquely unqualified to talk about it with people who love it. I don't (necessarily) want to crap on someone else's toys or their art.

Default_picture
June 04, 2010

@Elizabeth You are right that there is a place for games as toys and there always will be. For example, Tetris or Bejeweled will always be enjoyable for all time, like Chess. The big question is "What is the end of video games?"

I think the end is the Star Trek holodeck. A room devoted to escaping the real world. This is what movies do today, and I think that is what David Cage was saying. He thinks his game is the beginning of the end of video games.

He has a point, but Heavy Rain is based on very old ideas. The traditional Adventure game (like Dreamfall) has been around since the beginning. QTEs are an abomination that also was around since the beginning.

The real path to the end of video games is the FPS. Doom, Half-Life, Halo, and Call of Duty represent the real world far more accurately than a QTE adventure. The current trend is that the FPS and WRPG are clashing as seen in games like Bioshock, Borderlands, and Mass Effect. But, true FPSs still sell better.

So, "year one of this new era where games should be more than toys" already happened many years ago with games like Half-Life.

Default_picture
June 04, 2010

@Steven You are not the only one who hates Heavy Rain. I'm in the same boat. It is an old-school choose-your-own-adventure QTE that should never been given a score of more than 7/10. I can see if someone was new to gaming that they may like it since it is accessible. I can appreciate "no stress" gaming. But, "Heavy Rain" and "GOTY" should never be in the same sentence.

Default_picture
June 05, 2010

@Tim@Steven we should give Heavy Rain credit as a "game" for the things it did do. Heavy Rain totally does away with the idea of Fail States. You have to give it credit for that. I really love the idea that even if you die the story takes a different path. You are not just stuck with a game over screen. You talk to for four people about Heavy Rain and you will have four different story lines.

Also I really like the idea of a game having it's end goal  something as small as fining your son. You don't save the world or the universe. I want more games to follow this path. Not every major console game has to be a Summer blockbuster.

Phantom
June 05, 2010

I like Cage's ambition, but he sounds egotistical in the quotes you provided. I haven't played Heavy Rain (so correct me if I'm wrong), but it seems similar to Indigo Prophecy -- a game that came out in 2005. For Cage to say that Heavy Rain is essentially a turning point in the video game medium is a bit of a stretch. But I guess the guy has to hype his game, right?

Also, I wish he would have defined what games he considers to be toys. Is he talking about any game that doesn't have a sweeping, complex narrative? In that case, Mario Galaxy 2 would be a toy. And I would take that toy over 99% of the "interactive art" Cage is referring to.

I find the games-as-art debate pointless and boring, so I don't care for these meaningless labels. I think there is room for both narrative-driven games and games that ditch story for gameplay. As long as the game is fun, I'll play it, whether it's "interactive art" or simply a "toy."

Eyargh
June 09, 2010

Is it so wrong to wish for the ability to use an AK on the King of All Cosmos?

Mehk
June 09, 2010

@Steven @Tim I finally finished Heavy Rain last night, and I actually think the ending (I won't spoil it, but it was very choose-your-own-adventure-ending-y) was far outshined by the rest of the game. Though it's definitely not my favorite game ever, I appreciated its ability to play with my emotions more than the vast majority of other games.

@Michael I would really enjoy having that ability when he tells me my small katamari is pathetic.

Default_picture
June 09, 2010

There have been plenty of "toy" games that meant a lot to me as well- Katamari, to use your example, made me smile. It just so completely conveyed a sense of wonder with the world, coupled with a sort of irreverence towards convention. I couldn't help but enjoy myself.

Inception
June 09, 2010
David Cage is in love with himself. This is exactly the kind of ridiculous thinking permeating the game industry that I can't stand. His game didn't start any revolution, in fact it has quickly slid down the sales charts. Which can show you what people think of this kind of game. I don't mind games having a different feel to them, but they don't need to become so e new sort of medium like Cage wants it to. Cage is clearly in the wrong career. He wants to make a interactive DVD then call it that, because it sure doesn't look like anything different.
Default_picture
June 09, 2010

@Elizabeth Thanks for the report! The big question is, do you want to play the game again?

Default_picture
June 10, 2010

Agreed with the article in general. David Cage isnt the first game designed to talk up his game with a sense of meta-purpose though. I doubt he truly meant what he said.

30028_10150166634715182_701805181_12295430_2588182_n
June 10, 2010

Loved the article! I'm a big fan of Heavy Rain inasmuch as I was a big fan of Shenmue's QTE's. They're impratical, and perhaps even a little arrogant in a sense that you're following whatever was pre-determined for you. No matter if you do the "right thing" or the "wrong thing". All in all I did enjoy both games tremendously. I would even go as far as throwing Shenmue in there to counter his bid for Heavy Rain being the one leading the way for "mature" games. Suzuki's game wasn't the "first", but it did all the mundane things HR is trying to aim for, but with freedom to roam. Sure you're tied to a specific storyline and the voice acting is god awful, but it was much more of a leap forward in terms of "mature" gaming than HR was in my opinion.

Default_picture
June 10, 2010

Thanks for your article...and I agree with you on both counts.  

First, the statement regarding Heavy Rain as "year one" is absurd.  Cage's own Indigo Prophecy stabbed in the same direction 5 years ago and, despite what he probably said back then, Indigo wasn't "year one" either.  

Second is the word 'should'.  "Where games should be more than toys."  Gotta call BS on that one.  Games can serve an infinite number of purposes and to funnel them into one approach is myopic and a little insulting.  I loved Heavy Rain, despite some *glaring* problems, and I can't wait for the next big game that offers story, choices and emotion wrapped in one stunning package.  But I also play Dope Wars on my Palm.  Try to take either away from me and you'll get a kick in the jimmies.

I'm a grown-up.  My world is bigger than that.

Bithead
June 10, 2010

Eddie, you took the words out of my mouth.

Except "a kick in the jimmies."  I wouldn't have said that.  But I wish I would have.

Great post.

Mehk
June 10, 2010

@Tim No--I unfortunately accidentally had to play the first hour or so of the game twice, for technical reasons, and I know that it's more or less identical up to a certain point, so I have no interest in playing it again.

@Renato I think Shenmue does a better job, actually (even though, I confess, I only ever played a little of it when I was in middle school--I should give it another go!) because it really does let you do pretty much whatever you want, which is way more realistic than Heavy Rain. There were points in HR when I desperately wanted to do something, anything that wasn't listed as an option. Sigh.

100media_imag0065
June 10, 2010

Right on! Very well written. I agree with you all the way. There is room in this industry for all types of games and gamers. There is no ceiling to what can be done and who can enjoy it. While I enjoyed Heavy Rain a great deal, I did not enjoy it as much as Metro 2033 or Darksiders, neither of which were trying to bring gaming into any new and original dimensions. They were just fun, nothing more.

I also believe that studios should not completely alienate one group of gamers for the other. Take Microsoft's Natal. It has been quoted over and over again by third party developers, publishers, and even Microsoft that this isn't really for the hardcore gamer. By doing this they are not only dividing their users in half, but they are making a clear and visible divide between the two. It shouldn't be like that.

I used to think casual gamers and the Big 3 who were catering to them were destoying the industry, now I know they are just changing it. For the good??? I do not know.

Default_picture
June 10, 2010

@Elizabeth That's how I felt about every adventure game I've played. It's fun once, but never again. (Traditional adventure games, like Dreamfall, Myst, or The Longest Journey)

Regarding Shenmue, it was the most memorable game I have ever played. It's like I took a vacation to Japan in Shenmue 1 and Hong Kong in Shenmue 2. Whenever I see commericials of Japan, I think of Shenmue.

One thing that Shenmue has is detail. Every store you enter has it's own music. Every single NPC can give you directions or comment on a current event.

Shenmue has some QTEs, and some hand-to-hand fighting. It is free-roaming and there are some mini-games. It is a very slow-paced game with a ton of story.

If you decide to play it, Shenmue 2 for Xbox is backwards compatible on 360. There are very minor sound issues where the background music will fade out (you can fix it by opening your journal and then exiting it). This only happens in a few locations. Also, it is ten years old, so don't expect to be blown away by the graphics. But, it still holds up since it was so advanced back then.

Tip for Shenmue 2: Making money is a real pain, but there is a way to cheat. Find the highest paying gambling table ($500 at Big or Small Table in Fortune's Pier is a good one). When you win, back out and save the game. If you lose, hold BACK and START to soft reset the game. If I remember correctly, you need about $10,000 to get through the whole game.

Shenmue 1 and 2 are not for everyone, but the ending of Shenmue 2 is worth the flaws. (The flaws aren't really flaws if you consider the time it was made and the massive scale of the game.)

If you have a Dreamcast, play Shenmue 1. If not, Shenmue 2 has a 2-hour DVD movie of Shenmue 1.

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