Heavy Rain director encourages more 'personal' stories
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Speaking to The Guardian about storytelling in games, Heavy Rain director Cage singled out the FPS genre -- its use of WWII and sci-fi settings in general -- as an example where that aspect of the medium is stagnating. His advice for other game writers: "
Don't write about being a rookie soldier in WWII, because you don't have a clue what that's like."
Heavy Rain has drawn accolades, Cage says, because the inspiration for its story is personal and relatable. "Talk about yourself, your life, your emotions, the people around you, what you like, what you hate," he advised. "This is how the industry will make a huge step forward. I'm fed up with space marines."
In his case, inspiration came from something much more down to earth. "It was not about space marines fighting aliens, it was about my relationship with my first son and how he changed my life –- and also about how loving someone without expecting anything in return was something totally new."
So, Modern Warfare 3 writers: instead of "how many people can you shoot?," why not try asking players "how many people would you shoot to save someone you love?"
Heavy Rain has drawn accolades, Cage says, because the inspiration for its story is personal and relatable. "Talk about yourself, your life, your emotions, the people around you, what you like, what you hate," he advised. "This is how the industry will make a huge step forward. I'm fed up with space marines."
In his case, inspiration came from something much more down to earth. "It was not about space marines fighting aliens, it was about my relationship with my first son and how he changed my life –- and also about how loving someone without expecting anything in return was something totally new."
So, Modern Warfare 3 writers: instead of "how many people can you shoot?," why not try asking players "how many people would you shoot to save someone you love?"
Reader Comments (53)
Posted: Mar 21st 2011 8:05PM The Minn said
What I liked about Heavy Rain was the fact that the whole story was very personal but, to me, it never felt like I was watching a movie. That might seem weird to some people. I could not get into some games because they really...really felt like I was just watching a movie but with Heavy Rain man...I was sucked it. I called in sick to work when I got it in the mail (trial Gamefly...which i hate, btw) and I played it 12 hrs straight and just loved it. Some might say it is a movie but to me it really felt more of a game to me. If that makes sense...
Posted: Mar 21st 2011 8:11PM Gaddes said
I think he has some really good ideas, but I think some of the existing story types can still work, albeit from a different viewpoint. Personally I would be very interested by a game set in WWII, if it was from the point of view of an average citizen, one who has personal problems and potentially little to no military training. Playing as a character like that who is thrust into crazy and dangerous situations would be very intriguing to me.
Sort of like how in Metro 2033, Artyom was not not really a tough and burly stereotypical soldier... but maybe to take it even further and make a character that is truly an everyman. For example, what if you were trapped in the world of Resistance, and you WEREN'T some super soldier like Nathan Hale? If you were an average guy, you story would be all about survival... hell, it could even be mostly guerrilla tactics and stealth gameplay. I would definitely be down with that.
Sort of like how in Metro 2033, Artyom was not not really a tough and burly stereotypical soldier... but maybe to take it even further and make a character that is truly an everyman. For example, what if you were trapped in the world of Resistance, and you WEREN'T some super soldier like Nathan Hale? If you were an average guy, you story would be all about survival... hell, it could even be mostly guerrilla tactics and stealth gameplay. I would definitely be down with that.
Posted: Mar 21st 2011 8:18PM Rollins said
JAAAAAAAAAAAAAASON
Posted: Mar 21st 2011 8:25PM (Unverified) said
Am I the only one who was underwhelmed by the writing in Heavy Rain? Most of the dialog was fine, if not a bit stilted and forced at times, but the plot made no freaking sense. They touted the game as having all these different endings, but only the "good" endings even come close to maintaining continuity, and none of them explain the fact that the protagonist blacks out and miraculously knows how to make origami - something that the writers have expressed several times they don't see a problem with.
Seems like Cage should have taken his own advice and written just about the relationship with the son, rather than tying in a murder mystery, because he clearly doesn't "have a clue what that's like".
Seems like Cage should have taken his own advice and written just about the relationship with the son, rather than tying in a murder mystery, because he clearly doesn't "have a clue what that's like".
Posted: Mar 21st 2011 8:29PM Rankore said
@(Unverified) Yes, you are in fact probably the only person lol. Definitely the only person I have ever talked to who actually played the game who thought that. Heavy Rain was had me so wrapped up in it from start to finish it was crazy, especially the last couple hours of the game. One of the best games I have ever played, just awesome.
P.S. No You probably aren't :P I was just busting your balls.
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P.S. No You probably aren't :P I was just busting your balls.
Posted: Mar 21st 2011 8:52PM (Unverified) said
@Rankore I was totally wrapped up in it too. A friend and I played through twice back to back: first trying to do everything right, and then when that ending didn't clear anything up, we played through again failing everything on purpose just for shits and giggles - which made even less sense. I thought the dialog was mostly fine and the story got me sucked in, but I didn't feel like it really tied up all the loose ends in any of the endings.
SPOILERS: The "bad" ending made no freaking sense at all. The killer got away, yet the boy was still discovered in the well, rather than in a field with origami like the rest of the victims. The father ended up thinking he was the killer and making origami constantly in an insane asylum, which he apparently doesn't know how to do. There were a bunch of little things that were also left unresolved, like the fact that (depending on your choices) the woman will have the option to call the detective at one point, who she's never met.
Understandably, gamers give a lot of leeway to writing in games (mostly because it's typically bad), but for a game in which the story is the whole point, I thought it fell way short. The real game of Heavy Rain is to see how long you can maintain your suspension of disbelief with all these glaring plot holes and painfully obvious red herrings popping up all over the place.
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SPOILERS: The "bad" ending made no freaking sense at all. The killer got away, yet the boy was still discovered in the well, rather than in a field with origami like the rest of the victims. The father ended up thinking he was the killer and making origami constantly in an insane asylum, which he apparently doesn't know how to do. There were a bunch of little things that were also left unresolved, like the fact that (depending on your choices) the woman will have the option to call the detective at one point, who she's never met.
Understandably, gamers give a lot of leeway to writing in games (mostly because it's typically bad), but for a game in which the story is the whole point, I thought it fell way short. The real game of Heavy Rain is to see how long you can maintain your suspension of disbelief with all these glaring plot holes and painfully obvious red herrings popping up all over the place.
Posted: Mar 21st 2011 9:19PM Acosta02 said
@(Unverified)
I agree with you. Heavy Rain is probably the most underwhelming game I've ever played, actually. Well, that's not right; the word is "disappointing." My friends and I were completely sucked in the entire game long. Then we beat the game and HOLY SHIT everything fell apart. Looking back on the game it turns out to be riddled with plot holes and awful unexplained red herrings. Characters constantly do things or act in ways that make no sense at all. Events typically play out unrealistically and/or without realistic consequences. So yeah, the game's pretty disappointing.
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I agree with you. Heavy Rain is probably the most underwhelming game I've ever played, actually. Well, that's not right; the word is "disappointing." My friends and I were completely sucked in the entire game long. Then we beat the game and HOLY SHIT everything fell apart. Looking back on the game it turns out to be riddled with plot holes and awful unexplained red herrings. Characters constantly do things or act in ways that make no sense at all. Events typically play out unrealistically and/or without realistic consequences. So yeah, the game's pretty disappointing.
Posted: Mar 21st 2011 9:56PM A Sandwich said
@Acosta02
Everything you said is spot on. I really wanted to like Heavy Rain, I enjoy spending money on games that take chances, but when it comes right down to it the story is beyond ridiculous. Madison in particular is quite possibly the worst written video game character of all time. Cage needs to stop writing about women because he has no clue what they're like. Normally, a game's story is second to gameplay, hence my love of Bulletstorm, but when you tout your script as the greatest thing since the last thing that Molyneux talked about it and it falls flat, that's a huge problem. And this isn't just my opinion, Heavy Rain has an objectively bad story. It's so bad that when people tell me that they thought it was amazing I make two immediate assumptions: a) they have yet to read a book above a seventh grade level and b) choose-your-own-adventure is their favorite genre.
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Everything you said is spot on. I really wanted to like Heavy Rain, I enjoy spending money on games that take chances, but when it comes right down to it the story is beyond ridiculous. Madison in particular is quite possibly the worst written video game character of all time. Cage needs to stop writing about women because he has no clue what they're like. Normally, a game's story is second to gameplay, hence my love of Bulletstorm, but when you tout your script as the greatest thing since the last thing that Molyneux talked about it and it falls flat, that's a huge problem. And this isn't just my opinion, Heavy Rain has an objectively bad story. It's so bad that when people tell me that they thought it was amazing I make two immediate assumptions: a) they have yet to read a book above a seventh grade level and b) choose-your-own-adventure is their favorite genre.
Posted: Mar 21st 2011 9:59PM Jennacide said
@Rankore
Yeah, he's clearly the only one. You know, barring that you've entirely ignored the internet and nearly ever review for the game, as almost universally it's pointed out the GIANT PLOT HOLES that exist.
The story wasn't that good. Not awful by any means, but not the "best story ever" as Cage would lead people to believe. No, that award still, and likely always will, goes to Planescape Torment. If you haven't played it, DO SO.
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Yeah, he's clearly the only one. You know, barring that you've entirely ignored the internet and nearly ever review for the game, as almost universally it's pointed out the GIANT PLOT HOLES that exist.
The story wasn't that good. Not awful by any means, but not the "best story ever" as Cage would lead people to believe. No, that award still, and likely always will, goes to Planescape Torment. If you haven't played it, DO SO.
Posted: Mar 21st 2011 10:32PM PN04 said
@(Unverified)
Most of the plot holes that some people claim are so large actually arent if you;re actually TRYING to finish the game without screwing up something. If the effort is to see the alternate paths you're intentionally breaking the game and creating the holes. As for the blackouts, think about the doctor and Madison's good ending and I'll leave it at that.
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Most of the plot holes that some people claim are so large actually arent if you;re actually TRYING to finish the game without screwing up something. If the effort is to see the alternate paths you're intentionally breaking the game and creating the holes. As for the blackouts, think about the doctor and Madison's good ending and I'll leave it at that.
Posted: Mar 21st 2011 8:32PM Red Runner said
I'm surprised at the positive comments towards Cage. It was my impression that most people were more than happy to mock him for his hyperbole about how Heavy Rain was the "future of gaming" or some such BS.
He doesn't seem as self-delusional as Molyneux, but why do people think games have to be "deep"? Seriously, we didn't need an ethical dilemma over why we were stomping Goombas or shooting the forces of Red Falcon. We just DID IT.
He doesn't seem as self-delusional as Molyneux, but why do people think games have to be "deep"? Seriously, we didn't need an ethical dilemma over why we were stomping Goombas or shooting the forces of Red Falcon. We just DID IT.
Posted: Mar 21st 2011 8:53PM Kirkpad said
@Red Runner If games have an emotional content to them and know about it ahead of time, they will be more likely to get attached to the said title and want to buy it. Games need to be deep otherwise the industry will stagnate and be known as the "kids/teen" based industry, which hurts many developers who want to tell an actual story instead of just portray a certain concept or genre.
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Posted: Mar 21st 2011 9:06PM Spazgadget said
@Red Runner
I think his point is just that there needs to be *more* to the gaming world than stomping on goombas and shooting aliens. I think we all agree that those kind of games are fun (I certainly do), but there's a real dearth of games that try to illicit any emotion *other* than "eff yeah I killed something".
Whether it's your type of game or not (and I absolutely admit it's not for everyone) I think a lot of people found this game to be a huge breath of fresh air in a sort of stale market. I certainly did.
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I think his point is just that there needs to be *more* to the gaming world than stomping on goombas and shooting aliens. I think we all agree that those kind of games are fun (I certainly do), but there's a real dearth of games that try to illicit any emotion *other* than "eff yeah I killed something".
Whether it's your type of game or not (and I absolutely admit it's not for everyone) I think a lot of people found this game to be a huge breath of fresh air in a sort of stale market. I certainly did.
Posted: Mar 21st 2011 9:13PM JonahStein said
@Red Runner
Don't get so defensive. He's not calling for a ban on action games, and even if he were, it wouldn't really matter. There will always be a market for space marines mindlessly butchering hordes of mutants.
But, it would be REALLY nice if that weren't our ONLY option.
Adult gamers can probably appreciate both types of games.
(I do...)
But, it would be sad to get to the point in this industry (and we are getting there, according to recent convention presentations) where the only choices are AAA shoot-em-ups and $0.99 iTunes games.
Nothing will kill the inventive spirit of gaming like the overreactive market forces of giant publishers trying to stroke the gun-and boobs fantasies of focus-tested 18-25 yr old males in an effort to squeeze more dollars than the competition who will inevitably have to lay off whole teams of developers who (you guessed it!) were in the middle of a game with lasting meaning and impact for a generation.
We all have memorable moments from Mario Bros., Zelda, etc. But the difference is that today the market is SO oversaturated with chronic SAMENESS that it is nearly impossible to carry any lasting impression from these games.
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Don't get so defensive. He's not calling for a ban on action games, and even if he were, it wouldn't really matter. There will always be a market for space marines mindlessly butchering hordes of mutants.
But, it would be REALLY nice if that weren't our ONLY option.
Adult gamers can probably appreciate both types of games.
(I do...)
But, it would be sad to get to the point in this industry (and we are getting there, according to recent convention presentations) where the only choices are AAA shoot-em-ups and $0.99 iTunes games.
Nothing will kill the inventive spirit of gaming like the overreactive market forces of giant publishers trying to stroke the gun-and boobs fantasies of focus-tested 18-25 yr old males in an effort to squeeze more dollars than the competition who will inevitably have to lay off whole teams of developers who (you guessed it!) were in the middle of a game with lasting meaning and impact for a generation.
We all have memorable moments from Mario Bros., Zelda, etc. But the difference is that today the market is SO oversaturated with chronic SAMENESS that it is nearly impossible to carry any lasting impression from these games.
Posted: Mar 21st 2011 10:39PM PN04 said
@Red Runner
The problem is he's right about the stagnation. Sure the occasional space marine game is fine but when you're aiming to try and top the last biggest one, there's a problem because there are 5 other studios doing the same thing. When you have a dozen games on the market about super macho dudes with big swords trying to avenge a loved one or yet another racing game that while it might have amazing physics has nothing else to really define it then you've run out of ideas for stories.
New methods of gameplay come from finding new stories to tell.
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The problem is he's right about the stagnation. Sure the occasional space marine game is fine but when you're aiming to try and top the last biggest one, there's a problem because there are 5 other studios doing the same thing. When you have a dozen games on the market about super macho dudes with big swords trying to avenge a loved one or yet another racing game that while it might have amazing physics has nothing else to really define it then you've run out of ideas for stories.
New methods of gameplay come from finding new stories to tell.
Posted: Mar 21st 2011 8:33PM DorkyMalone said
The answer would be: enough to unlock the 50 cal.
Posted: Mar 21st 2011 8:34PM Prboi said
He should have talk about how to do better voice acting... wait, nevermind
Posted: Mar 21st 2011 8:42PM Jack Kevorkian said
Good writers dont have to live a tale to tell one.
Posted: Mar 21st 2011 10:44PM PN04 said
@Jack Kevorkian
But when the story they tell is "Dude A shoots Dude B in the face, rinse/repeat" is it really all that well written. Writters tell you to "write what you know" because there's a level of resonance to it. You can still tell a story about space aliens but it's the themes of the stories and interactions between characters that benefit from writing from experience.
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But when the story they tell is "Dude A shoots Dude B in the face, rinse/repeat" is it really all that well written. Writters tell you to "write what you know" because there's a level of resonance to it. You can still tell a story about space aliens but it's the themes of the stories and interactions between characters that benefit from writing from experience.
Posted: Mar 22nd 2011 9:44AM Jack Kevorkian said
@PN04 im not saying there is no benefit from living a tale, it just isnt necessary if you are worth your salt and have imagination.
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Posted: Mar 21st 2011 8:45PM MamoruHasukage said
Ok, why does this man talk? Does he realize that there are some who actually talk to ww2 vets? Besides, Is he a cop? Is he a girl? Is he someone who chain sawed someone up the bullocks? No? Then shut it Cage. I swear, just because he makes a couple of ok games, he thinks he owns the industry.
Posted: Mar 21st 2011 8:46PM Mortim said
Could not agree more.
Heavy Rain, no matter what you may have thought of the gameplay mechanics, was a breath of fresh air to the single-player market. Innovation in gaming is far from dead but a lot of recent innovation has been around how we control or look at a concept that's already been flogged numerous times, or is simply too shallow and forgettable.
As a writer myself (I could be dangerously biased) but I find the games with an imaginative concept, characters or themes that I actually care about are amongst the most impressive expressions of video-gaming as an art form. The ability to interact under another guise, under different rules, or in a world different to our own is what ultimately drives modern gaming as a viable media.
Gaming requires player input (QTE included :P ) but that input is often a generic expectation (e.g. shoot anything that moves) rather than an action that takes anything from you as a person and adds it to the mix. Games have the ability to deliver experiences that are as adaptable as they are beautiful, and right now, save for a few titles, I don't believe that capacity for grabbing players at the personal level has ever been truly achieved.
What was the last game you played through, not for achievements, trophies or xp, but because you genuinely cared what happened? When was the last time you finished a game with the sense that what you had experienced would have been different to everyone else?
Heavy Rain, no matter what you may have thought of the gameplay mechanics, was a breath of fresh air to the single-player market. Innovation in gaming is far from dead but a lot of recent innovation has been around how we control or look at a concept that's already been flogged numerous times, or is simply too shallow and forgettable.
As a writer myself (I could be dangerously biased) but I find the games with an imaginative concept, characters or themes that I actually care about are amongst the most impressive expressions of video-gaming as an art form. The ability to interact under another guise, under different rules, or in a world different to our own is what ultimately drives modern gaming as a viable media.
Gaming requires player input (QTE included :P ) but that input is often a generic expectation (e.g. shoot anything that moves) rather than an action that takes anything from you as a person and adds it to the mix. Games have the ability to deliver experiences that are as adaptable as they are beautiful, and right now, save for a few titles, I don't believe that capacity for grabbing players at the personal level has ever been truly achieved.
What was the last game you played through, not for achievements, trophies or xp, but because you genuinely cared what happened? When was the last time you finished a game with the sense that what you had experienced would have been different to everyone else?
Posted: Mar 21st 2011 8:54PM JonahStein said
No big secrets here... the plot has a few holes. Some of the actors have strange accents. What else? Oh, the controls are non-traditional and require a little extra time to learn. And the character models are that kind of near-reality that approaches the "uncanny valley".
So, how is it, given all these apparent drawbacks, does the game go on to succeed at completely enveloping the player in its world and making him/her actually care about the fate of these characters?
I don't know the answer... I just really look forward to seeing another completely different game that refines this secret ingredient and maybe filters out some of the chaff the tinged the taste of Heavy Rain.
So, how is it, given all these apparent drawbacks, does the game go on to succeed at completely enveloping the player in its world and making him/her actually care about the fate of these characters?
I don't know the answer... I just really look forward to seeing another completely different game that refines this secret ingredient and maybe filters out some of the chaff the tinged the taste of Heavy Rain.
Posted: Mar 21st 2011 9:16PM MiceInATank said
(My post will contain spoilers for Homefront)
I don't see why both can't find a common ground. I would love to see more war stories that incorporate the personal aspects he's talking about. Soldiers are people too, so chances are they do have something worth fighting for. This is why I felt games like Homefront and Medal of Honor failed me. I just didn't feel attached to the world around me. When you find Boone dead in like, the second chapter it didn't really resonate with me because I didn't get enough time to get to know him as a character. He just felt like another AI. And even then, as a Candaian, I couldn't really be outraged that the North Koreans had invaded because well, I'm not American. It's totally possible for FPS games to be emotional, the problem is most developers seem more concerned on making a good mutiplayer game these days, which is very saddening.
I don't see why both can't find a common ground. I would love to see more war stories that incorporate the personal aspects he's talking about. Soldiers are people too, so chances are they do have something worth fighting for. This is why I felt games like Homefront and Medal of Honor failed me. I just didn't feel attached to the world around me. When you find Boone dead in like, the second chapter it didn't really resonate with me because I didn't get enough time to get to know him as a character. He just felt like another AI. And even then, as a Candaian, I couldn't really be outraged that the North Koreans had invaded because well, I'm not American. It's totally possible for FPS games to be emotional, the problem is most developers seem more concerned on making a good mutiplayer game these days, which is very saddening.
Posted: Mar 21st 2011 9:42PM Red Runner said
Guh, Joystiq ate my attempt to reply twice, so in response to what the people said in reply to me...
I don't really need a deeper experience in my games. Sure, there are cases where I really enjoy the interactions between the characters and how they respond to what you do and the world they live in -- in games such as Red Dead Redemption -- but I don't need what I feel is some people's attempts to validate or qualify the existence and purpose of games.
Also, it veers dangerously close to the "games are art" argument, which I will never, ever buy. I don't need "art"; I can read a history book or go to a museum for that. I want fun, which has always been and should still always be the primary purpose of playing a game, plot or whatever be damned.
Guys, IGN wrote a pseudo-intellectual piece on whether Homefront could happen in real life. Joystiq boiled it down to running through unusually corridor-like streets and being bombarded by ads for sub-par fast food chains.
I like Joystiq's interpretation better.
I don't really need a deeper experience in my games. Sure, there are cases where I really enjoy the interactions between the characters and how they respond to what you do and the world they live in -- in games such as Red Dead Redemption -- but I don't need what I feel is some people's attempts to validate or qualify the existence and purpose of games.
Also, it veers dangerously close to the "games are art" argument, which I will never, ever buy. I don't need "art"; I can read a history book or go to a museum for that. I want fun, which has always been and should still always be the primary purpose of playing a game, plot or whatever be damned.
Guys, IGN wrote a pseudo-intellectual piece on whether Homefront could happen in real life. Joystiq boiled it down to running through unusually corridor-like streets and being bombarded by ads for sub-par fast food chains.
I like Joystiq's interpretation better.
Posted: Mar 21st 2011 10:07PM Jennacide said
@Red Runner
Okay, I feel I need to correct something that bugs me. It's not "games are art." It's "games AS art," which is a totally different beast. It's not the belief that all games are art, cause that's clear lunacy. Much like movies, it's that they CAN BE art, not that they HAVE TO be art.
There are countless examples of games that qualify as art, and I won't even bother discussing the most common example of Shadow of the Colossus, let's aim at an even clearer target. Flower. There is no way anyone can debate Flower isn't artistic. If Norman Rockwell is art, Flower is art.
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Okay, I feel I need to correct something that bugs me. It's not "games are art." It's "games AS art," which is a totally different beast. It's not the belief that all games are art, cause that's clear lunacy. Much like movies, it's that they CAN BE art, not that they HAVE TO be art.
There are countless examples of games that qualify as art, and I won't even bother discussing the most common example of Shadow of the Colossus, let's aim at an even clearer target. Flower. There is no way anyone can debate Flower isn't artistic. If Norman Rockwell is art, Flower is art.
Posted: Mar 21st 2011 10:10PM Red Runner said
@Jennacide
Ironically, I'm not a fan of either Shadow of the Colossus or Norman Rockwell!
But to each their own...I guess.
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Ironically, I'm not a fan of either Shadow of the Colossus or Norman Rockwell!
But to each their own...I guess.
Posted: Mar 21st 2011 10:52PM PN04 said
@Red Runner
You really do come off as a guy that would simply be happy playing multiplayer rather than anything else. You skip through cutscenes too dont you? I won't disagree with your personal choices but you're really not sounding like the type of person that seems to appreciate the effort to elevate games to a better place. If we all felt that way we'd all still be playing 16 bit systems and wouldn't have a need for new graphics.
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You really do come off as a guy that would simply be happy playing multiplayer rather than anything else. You skip through cutscenes too dont you? I won't disagree with your personal choices but you're really not sounding like the type of person that seems to appreciate the effort to elevate games to a better place. If we all felt that way we'd all still be playing 16 bit systems and wouldn't have a need for new graphics.
Posted: Mar 21st 2011 11:37PM Red Runner said
@PN04
Thanks for assuming things about me!
When the truth is that I enjoy single-player experiences more than multiplayer and actually sat through all of the long-winded cutscenes in the MGS games!
But go ahead and keep assuming things about me. I don't mind decent stories in games, but people who take them seriously as a form of higher expression really need to re-examine their priorities.
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Thanks for assuming things about me!
When the truth is that I enjoy single-player experiences more than multiplayer and actually sat through all of the long-winded cutscenes in the MGS games!
But go ahead and keep assuming things about me. I don't mind decent stories in games, but people who take them seriously as a form of higher expression really need to re-examine their priorities.
Posted: Mar 21st 2011 10:02PM Jennacide said
Oh David, will you ever stop spewing your idiotic bile about games? You clearly don't want to make actual games, and talk as if Heavy Rain is the best thing since sliced bread. Stop. We get it already, you'd rather make films or something.
Protip: Games can be art, but don't HAVE TO BE. Same with movies. Awful movies can still be fun, look at GI Joe.
Protip: Games can be art, but don't HAVE TO BE. Same with movies. Awful movies can still be fun, look at GI Joe.
Posted: Mar 21st 2011 10:09PM Red Runner said
@Jennacide
Agreed. As much as nostalgic fanboys and uppity critics rag on the Transformers films, they're fun if you turn your brain off.
Cage, despite the potential for awesomeness due to having a Mortal Kombat character's last name, is just a pretentious blowhard.
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Agreed. As much as nostalgic fanboys and uppity critics rag on the Transformers films, they're fun if you turn your brain off.
Cage, despite the potential for awesomeness due to having a Mortal Kombat character's last name, is just a pretentious blowhard.
Posted: Mar 22nd 2011 9:51AM Brother Unit No 4 said
@Jennacide
GI Joe was a HORRIBLE film in every way. I mean sure you got Sienna Miller in a black leather jumpsuit but that's about it.
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GI Joe was a HORRIBLE film in every way. I mean sure you got Sienna Miller in a black leather jumpsuit but that's about it.
Posted: Mar 22nd 2011 2:07PM gatotsu911 said
@Jennacide
But if David Cage made actual films, who would praise him for his GENIUS story ideas and writing? Surely not filmgoers.
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But if David Cage made actual films, who would praise him for his GENIUS story ideas and writing? Surely not filmgoers.
Posted: Mar 21st 2011 10:04PM capitalj said
If you have any interest in writing professionally, try not to take advice from David Cage. Heavy Rain was a complete mess from a writer's perspective. There are some powerful scenes, but a few good scenes does not make a story.
Cage makes some good points when he talks about writing, as does anyone who has taken a few writing classes. But make no mistake. Cage is a hack, and his writing chops aren't fit for anything more serious than the game industry.
Cage makes some good points when he talks about writing, as does anyone who has taken a few writing classes. But make no mistake. Cage is a hack, and his writing chops aren't fit for anything more serious than the game industry.
Posted: Mar 21st 2011 10:37PM kentuckyfried said
He's pointed out a very obvious problem with FPS shooters which have made them quite pedestrian since COD4: there's no emotional attachment whatsoever to any of these characters so it's hard to care if they even get killed.
Mw2...you feel sad for the guy with the skull-mask instead of any of the primary protagonists, mainly b/c he looks so badass. Not exactly a great characterization set-up.
Mw2...you feel sad for the guy with the skull-mask instead of any of the primary protagonists, mainly b/c he looks so badass. Not exactly a great characterization set-up.
Posted: Mar 21st 2011 10:56PM PN04 said
@kentuckyfried
He has a name, it's Ghost, and he didn't just LOOK badass, he WAS badass. I ...still... miss him *sniff*. MW2 is one of those few games that really knows how to tell a story even as a FPS. the problem comes when too many developers think they've managed to get that special spark in their writing and you get generic feeling rip offs.
Reply
He has a name, it's Ghost, and he didn't just LOOK badass, he WAS badass. I ...still... miss him *sniff*. MW2 is one of those few games that really knows how to tell a story even as a FPS. the problem comes when too many developers think they've managed to get that special spark in their writing and you get generic feeling rip offs.
Posted: Mar 21st 2011 10:52PM KungFuChaosNinja said
I hope they announce their next game at E3. Even though their games have flaws, I have loved Omikron, Indigo Prophecy, and Heavy Rain. I just hope that they improve the voice acting from Heavy Rain. I was shocked that the voice acting wasn't really well done in Heavy Rain since it was very good in Omikron and Indigo Prophecy.
Posted: Mar 21st 2011 11:32PM Jovrick said
Can one of these developers please encourage not having game shame? You know, lets simply let video games be what they are instead of being ashamed of that and trying to turn them into movies?
Also, how about Quantic Dream make a new Omikron game instead of a new Heavy Rain game? You know, something that's actually interesting? Like something that isn't another boring ass gritty realistic game that attempts to whittle away all interactivity in favour of being more like a movie? Is that too much to ask?
Also, how about Quantic Dream make a new Omikron game instead of a new Heavy Rain game? You know, something that's actually interesting? Like something that isn't another boring ass gritty realistic game that attempts to whittle away all interactivity in favour of being more like a movie? Is that too much to ask?
Posted: Mar 21st 2011 11:34PM FireFox516 said
Just make sure you don't have NEARLY has many plot holes in your writing as Cage, himself.
Then, maybe video game stories will be taken more seriously.
Then, maybe video game stories will be taken more seriously.
Posted: Mar 21st 2011 11:56PM Jovrick said
Also I want to ad that storytelling is not about establishing bullet point theme phrases like "how far would you go to save a loved one." Stories are all about characters, not metaphors or catch phrases. A good story focuses on fully establishing what the characters are like and then putting them through scenarios, letting you see how those characters react to different situations and challenges. Truly great stories are all about character dynamics, not themes or background mythos. Video games can do that in ways that are entirely different from films or literature.
Take Planescape Torment for example. Its a game that gives you a limited far up god's eye view of the world while filling in all the close up "on the ground" detailed with rich text. The game has limited graphics and a limited visual perspective but it elaborates and gives great attention to characters and scenery by using text. Its a fusion that doesn't really exist elsewhere. What does Heavy Rain do? It just tosses around film techniques and staples on some button prompts.
Its a series of showy in engine cutscenes you slightly influence with quick time events. It sort of shows what the characters are like, but the hideous uncanny valley technology and out of control emphasis on the "how far would you go" codephrase drowns it out. Old point and click adventure games like Broken Sword do what Heavy Rain tries to do far better by using more appealing graphics and more genuine interactivity. You at least solve puzzles and try to figure things out in most adventure games instead of engaging in meaningless quick time events.
Take Planescape Torment for example. Its a game that gives you a limited far up god's eye view of the world while filling in all the close up "on the ground" detailed with rich text. The game has limited graphics and a limited visual perspective but it elaborates and gives great attention to characters and scenery by using text. Its a fusion that doesn't really exist elsewhere. What does Heavy Rain do? It just tosses around film techniques and staples on some button prompts.
Its a series of showy in engine cutscenes you slightly influence with quick time events. It sort of shows what the characters are like, but the hideous uncanny valley technology and out of control emphasis on the "how far would you go" codephrase drowns it out. Old point and click adventure games like Broken Sword do what Heavy Rain tries to do far better by using more appealing graphics and more genuine interactivity. You at least solve puzzles and try to figure things out in most adventure games instead of engaging in meaningless quick time events.
Posted: Mar 22nd 2011 12:12AM Red Runner said
At the same time, narratives in video games are at a crossroads.
You have linear stories that don't change despite repeated playthroughs, which arguably gives the writers a chance to flesh the characters out more.
(This rarely happens, though. Look at how dull Master Chief is -- despite his admitted nature as nothing but a player proxy -- and how obnoxious it gets when Kratos' personality for God of War III boils down to yelling "ZEUS!" for the whole game.)
You also have more open-world games, a concept modernized by Rockstar and other companies. But in those cases, the narrative is often disjointed because of the nature of how players can take on story missions in any order.
(Do the characters in games like Mass Effect REALLY have deep development? No, not beyond side missions. And since those don't impact the main story, you won't see any personal development a character went through in the main game scenario where it counts.)
Basically, game narratives are at an unenviable junction in terms of storytelling and some companies try to have it both ways and fail miserably.
You have linear stories that don't change despite repeated playthroughs, which arguably gives the writers a chance to flesh the characters out more.
(This rarely happens, though. Look at how dull Master Chief is -- despite his admitted nature as nothing but a player proxy -- and how obnoxious it gets when Kratos' personality for God of War III boils down to yelling "ZEUS!" for the whole game.)
You also have more open-world games, a concept modernized by Rockstar and other companies. But in those cases, the narrative is often disjointed because of the nature of how players can take on story missions in any order.
(Do the characters in games like Mass Effect REALLY have deep development? No, not beyond side missions. And since those don't impact the main story, you won't see any personal development a character went through in the main game scenario where it counts.)
Basically, game narratives are at an unenviable junction in terms of storytelling and some companies try to have it both ways and fail miserably.
Posted: Mar 22nd 2011 10:01AM Brother Unit No 4 said
@Red Runner
That's why I'm really looking forward to Deus Ex. I'm not sure how much depth the main character will have, but the degree to which your choices will affect the main story seems really interesting.
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That's why I'm really looking forward to Deus Ex. I'm not sure how much depth the main character will have, but the degree to which your choices will affect the main story seems really interesting.
Posted: Mar 22nd 2011 1:28AM (Unverified) said
"Don't write about being a rookie soldier in WWII, because you don't have a clue what that's like."
Well don't write about FBI agents and murders, since we all know David Cage wasn't a murder or ever in the FBI, so I'm sure he doesn't have clue about how it's to be one of those two things. Such a contradiction.
I'm a fan of Heavy Rain and Fahrenheit but I think Cage is a bit too big headed.
Well don't write about FBI agents and murders, since we all know David Cage wasn't a murder or ever in the FBI, so I'm sure he doesn't have clue about how it's to be one of those two things. Such a contradiction.
I'm a fan of Heavy Rain and Fahrenheit but I think Cage is a bit too big headed.
Posted: Mar 22nd 2011 2:00PM gatotsu911 said
@(Unverified)
"Don't write about being a serial killer, because you don't have a clue what that's like!"
Reply
"Don't write about being a serial killer, because you don't have a clue what that's like!"
Posted: Mar 22nd 2011 2:01PM gatotsu911 said
@(Unverified)
But yeah, David Cage is a pompous pseudo-intellectual douchebag.
Reply
But yeah, David Cage is a pompous pseudo-intellectual douchebag.
Posted: Mar 22nd 2011 2:34AM Crayola Q Pants ESQ said
If it's a FPS game I probably don't give that much of a toss about the story at the end of the day, so why the hang up David Cage?
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