Turning Up The Heat: Part 1
Part one of our huge Fahrenheit interview with David Cage.
In the me-too, sequel, licensed fodder-obsessed era that we're currently stuck in, a game as ambitiously forward-looking as Fahrenheit is like a breath of cool fresh air. Abandoning the current trends and pursuing ideas that have long since been foolishly discarded by others, Quantic Dream's latest labour of love could well be the first narrative-driven title in years to reawaken the public's long dormant thirst for adventuring.
But the word 'adventure' has been thoroughly abused over recent years, used to latterly describe the increasingly marginalised 'point-and-click' style that, while fondly remembered by many, is a genre that few publishers would touch.
And as much as we go a bit misty-eyed when we recall the greats, the adventures of the past were often dogged by obscure puzzles, linear to a fault and inflexible. Where Fahrenheit differs is in its 'rubber band' storytelling technique that allows small choices and decisions to have consequences. Having had a taste of four of the game's 50 scenes, it's safe to say we're getting steamed up about Fahrenheit, which you can read about here.
In the meantime, we grabbed Quantic Dream's chief David Cage for a chat about this intriguing game to ask him about everything we could think of, from the storytelling, the characters to the challenges in getting publishers to take the game seriously. Check back tomorrow for the second half of his mammoth response, including details of his love for something we hold rather dear ourselves...
Eurogamer: First of all tell our readers who you are and what your role in the development of Fahrenheit is.
David Cage: My name is David Cage. I am the CEO and founder of Quantic Dream. After my first game ("Omikron The Nomad Soul" featuring David Bowie), I am the writer and director of Fahrenheit.

Eurogamer: For those who don't know, what is Fahrenheit about, and what were your goals during the development?
David Cage: Fahrenheit is a story-driven experience, a paranormal thriller where your actions modify the story. What makes the game really unique is that the player can play with the story, almost in a physical sense. He can stretch it, deform it or twist it, depending on his actions.
I started thinking about Fahrenheit when I realised how frustrated I was about video games in general. I have played games for twenty years. I've changed over the years as I've got older, but I had the feeling that games were still exactly the same as when I was 15. Of course, technology has massively evolved over that time, but the concepts behind most games are still exactly the same. It seemed to me that technology evolved faster than ideas.
I also felt that there was a kind of general agreement about the fact that a video game should be about killing, destroying or driving. It is about creating toys for kids to play, without other creative ambition or vision.
I was also generally frustrated with narrative in games. Most games clearly seem to target ten-year-old kids. When you think about the topics, the characters or the stories told in some games, there is no possible doubt about the fact that they are aiming for young kids. But when you look at game demographics, you realise the average age of gamers is 29-years-old. It became obvious that this industry was not making games for its demographics, but only for the youngest part of it.
My last goal was narrative. When you look at the game language, you realise that it is based on repetitive patterns, a limited amount of actions that the player has to repeat with a specific timing or in different places. The reason is that the player can only access to a limited amount of actions because of the interface. This strong limitation is one of the reasons why narrative is generally so poor in games.
Another reason is clearly that no one cares about stories. No one has yet understood in this industry the power of a good story and good characters. When you talk to some publishers, they answer that what is important is not who characters are, but what they can do. This is absolutely wrong. The experience is a million times more intense if you care for the characters and if you know why you are doing something.
My thinking about narrative also included the game language. In many games, this language is only limited to a few words: fear, anger, frustration, power. When you think about movies or books, you realise that their vocabulary is infinite. They can make you go through all human emotions. So why should games limit themselves only to a couple of words?
These are just some of the many thoughts that initiated the project Fahrenheit. On top of this quite cerebral approach, there was most of all a real motivation to create an experience that would be really unique. I was dreaming of a game exploring a new direction, with more sophisticated content for an older audience, an experience that could be defined as an "Emotional Ride". This is where Fahrenheit came from.

Eurogamer: Why is the game called Indigo Prophecy outside of Europe? What does the title refer to in both cases?
David Cage: Fahrenheit is the real title of the game. It refers to a very important character in the game: cold.
The game was renamed "Indigo Prophecy" by Atari for the US. I guess they were concerned that some people may get confused with Michael Moore's movie "Fahrenheit 9/11". This is definitely not the title I would have chosen…
Eurogamer: The lead character: Lucas Kane - is he self-referential? Who is he based on? Give us a brief background on who he is.
David Cage: With Lucas Kane, I wanted to create a hero that is just a pawn on a chessboard. All through the story, he has no real option. He has no choice than to move with the flow of his destiny. He just happened to be at the wrong place at the wrong time. He is no super hero, it could have happened to anyone, and this is what creates very quickly immediate empathy with the character.
I don't know if this game is self-referential in any way, but I wanted to ask the question of our real degree of freedom in real life, how many options do we really have, in an interactive experience that is defined by choice and freedom.
There was a kind of interesting link between the story that is told and the vehicle of the story. I guess no one will care about these considerations, but I like the idea that it gives some depth to the game.

Eurogamer: What do you say to the people who constantly write off the adventure game genre? Do you think it's got the potential to be a commercially viable genre once again? Why?
David Cage: Telling stories is the most ancient human activity. Men started telling stories with paintings in grottos. Then they invented the language, wrote books, theatres, movies and television.
Every single new media that appeared was used for one thing: telling stories. Why would interactivity be any different?
The very first movies were very primitive: a train attack or a bank robbery. Then movie pioneers discovered that more interesting stories could be told and they invented their own narrative language.
We still have to invent our own language in games. This is the only way we can expand our audience and reach people who are not interested today in killing zombies in corridors. We all need to reconsider where we want this industry to go in the next ten years. Do we strongly believe that we can make first-person shooters forever or will we at some point lose interest and look for something new?
Fahrenheit brings my own answers. I don't know if all answers are the best ones, but I am quite sure that the game asks the right questions.
Whether an innovative game can be commercially viable is another question. If you consider ICO or Rez, you may answer "no", if you consider The Sims, you will answer "yes".
There is no doubt in my mind that interactive narrative experiences will be a significant part of the future of this industry, whether they follow Fahrenheit's path or define new ones. I cannot believe that we will limit this wonderful media to what it is today just with a better technology.
Interactivity has the potential to become a new art form very soon, following the path of cinema.

Eurogamer: What are you doing in Fahrenheit that's moving the adventure genre forward?
David Cage: The main step we did was to define the experience as an emotional ride. When you think about movies or books, a major part of the pleasure you feel comes from the fact that you go through different types of emotions as you move along. You can feel sad, happy, jealous, in love, angry or tensed, the evolution of the emotions you feel during the experience defines your emotional ride. Most art forms could be defined in a similar way, by considering what you feel in front of a painting or a sculpture, for example.
When you consider an interactive experience as an emotional ride, it opens new possibilities.
In Fahrenheit, I also tried to rethink the way the interface works. Controls should not be the main challenge anymore, neither should it be a simple remote control to move your character. My approach was to see it as a possibility to create physical immersion, to make him feel what his character feels. The MPAR system we have chosen for actions is just one example of this approach that we push very far in the game.
Eurogamer: Do you think maybe being pigeonholed into the adventure category puts people off? Can you think of a better category to fit into?
David Cage: I like to define Fahrenheit as an "interactive drama". Putting it in the adventure category may mislead people and make them expect a slow-paced experience, with a huge inventory where you need to combine objects and lots of 2D puzzles, which Fahrenheit is absolutely not. We could call it an "interactive movie", but then some people may remember these old games with real video where interactivity was very limited, and this is the opposite of Fahrenheit.
"Interactive drama" is really what defines the best what Fahrenheit is about.

Eurogamer: Why has it been so tough to get publishers to believe in narrative-driven games?
David Cage: Most publishers have their eyes turned backward rather than forward. They look at which games were successful last year and make the same game with a couple of new features the year after. Very few are able to have a real vision for the future.
Narrative-driven games were one of the most successful genres in the first age of video games. Text-based adventure games had a great success at the time.
But adventure is a genre that has almost not evolved over the years. It remained stuck by the mechanics limitations and the difficulty to tell a truly interactive story. The technology was not there but also the writing techniques were not mature. It slowly became a niche in the market, especially because the genre remained PC-based because of its point-and-click interface, which meant not being present on consoles.
Fahrenheit aims to renew the adventure genre, and to show that it is possible to play within a story in an experience that is really interactive and fast-paced. I really hope that it will convince more and more publishers that it is possible to make games that are different.
Eurogamer: What happened with Vivendi, and why did the game switch publisher to Atari?
David Cage: Some important people at Vivendi immediately got the pitch two years ago. They understood that Fahrenheit could open a path in a new direction and create its own genre. But less than a year after we signed with them, all the key people had left the company. We had no one to talk to and we suddenly felt a little bit lonely without any kind of support. It quickly became obvious that no one in the new American staff had any time to spend trying to understand this strange new idea. We went to them and told them that we strongly believed in the potential of this game and that we needed a publisher ready to fully support it. Several publishers wanted the game, and we signed with Atari in the next following weeks.

Eurogamer: Is there a good reason why so many adventure titles emerge from France (for example, Cold Fear, Alone In The Dark, etc)?
David Cage: Most of the recent adventure games have been made in the US where there is a large adventure community.
I don't think there is anything special in France regarding adventure games and Quantic Dream does not intend to make only adventure games in the future. We will continue to explore different directions while continuing to raise high expectations for the quality of narrative in our games.
Eurogamer: Since you signed the game to Atari late last year you were given extra development budget to polish the game up. In what areas did you focus and why?
David Cage: The collaboration with Atari has been extremely positive for the game. They gave us a lot of very useful feedback and helped us to improve the game with total respect for our work. We mainly improved the control system, make the interface more fluid and speed up the pacing. The first versions of the game were very slow-paced, we discovered that the game was much more efficient moving faster. We also initially had some issues with the camera system. Given the fact that we always have several cameras, we had some issues with character's navigation that you would not normally have with just a camera in the back of the character. We get great feedback from Atari and focus groups that helped us to fine-tune the game.

Eurogamer: How did you manage to get Angelo Badalamenti involved? Is this his first videogame project, and was he expensive?
David Cage: After having collaborated with David Bowie on my previous game "Nomad Soul", I was looking for a composer able to bring a unique style to the soundtrack. I was looking for something based on emotion and humanity, something subtle and atmospheric. As a big fan of David Lynch, I knew the work of Angelo since Twin Peaks until more recently his collaboration with Jean-Pierre Jeunet in "A Very Long Engagement". I really appreciated his unique ability to bring emotion to his soundtracks.
As far as I know, Fahrenheit is his first collaboration to an interactive experience. Angelo has written music for the best directors for a long time. He is an open book about movie history. It is fascinating to hear him talking about how he worked with Isabella Rossellini in Blue Velvet or how he did these incredible guitar notes in Twin Peaks. Listening to this old man telling you the back-stories of his work with David Lynch was really inspiring.
I guess Angelo was intrigued by what we were doing. He seemed to like the story and the ambiance, and didn't think about his work as if it was for a video game, but as if it was a real movie.
Working with him has been extremely easy. He took a lot of time to really understand what Fahrenheit was about. He wanted to know everything about the story and the characters. I really had the feeling that he translated the soul of Lucas into a musical theme.
I absolutely want to continue working with movie composers. I think they really bring something unique to games that we rarely find. The good movie composers have the power to express emotions through their music. They can help us to bring games to the next level.
Head here for part two of our interview with David Cage.
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Comments (38) Latest comment 7 years ago
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Interview sounded like usual garbage about how their the only ones thinking differently. Also how Atari wanted it dumbed down. "ohh it was to slow, so Atari suggested we/made us cut stuff" anyone else get that impression?
I suspect mild 7/10 scores across the board, a fair top 40 place in the games charts and then obscurity.
Then again i'ma sucka for an adventure.
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With one game of note under his belt (probably more that he didn't direct I'll admit) he proclaims that "No one has yet understood in this industry the power of a good story and good characters".
No one? Really? Good job you are here to save us then David, with all these talentless muppets about.
And as for how they will move the adventure game genre on...
"The main step we did was to define the experience as an emotional ride".
What does that even mean? I can define my ass as a space shuttle but that doesn't mean it will be launching satellites anytime soon. If he means they will try and invoke an emotional response in the gamer, that wasn't a new ambition last time I looked. And succesful implmentation is far more important than any big list of great ideas, as all of us could list any number of games started by great ambitions that turned out to be bollx.
That said, I really hope this game is good. Its right up my street, and for the most part I thought Nomad Soul was well produced. I just think that if it is good, it won't be due to patronising marketing tosh and inflated opinions.
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Can't help but think that if I want to be told a story I'll rent a video, if I want to play a game I'll... er... play a game.
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Jesus christ.
So it's official. Every game designer to date is a hack, and the most we should ever aim to achieve is shallow apeing of HollyWood's glory. Fuck off.
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I still have my doubts though that a non-linear game in this form can really work without sacrificing the story, depth or length of the game.
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I like the ideas David Cage for creating new gaming experiences. ("Emotions"... sounds very intersting!)
It's indeed "strange" that Atari is their publisher. But, you mustn't forget that Atari is the new name for Infogrames(i'm not sure wether tha'ts correct...) who published the "Alone in the dark" quadrilogy...
Just a small question: Has the "4-Scene Demo" been distributed to the press only? (I'm sorry, can't hardly wait for the final Release...)
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"With Lucas Kane, I wanted to create a hero that is just a pawn on a chessboard. All through the story, he has no real option. He has no choice than to move with the flow of his destiny."
which seems to suggest there's still a conflict between freedom of action and narrative structure, a problem that's always dogged attempts at 'interactive drama', soi disant, so far. As was raised with the Geist preview, if you offer the player control over the whole approach they take, not just the movements of the character, they're going to think of approaches you haven't, and then wonder why that's 'not allowed'...
Still, a step in the right direction.
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It appeared as though the guy was still trying to pitch an idea to a developer.
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I'm interested in how it turns out, and I hope it does well, but I'm with deaner on this one. The interview didn't really make it clear what the "things" that they are trying actually are. I get the deep story with emotional involvement angle, but that isn't a new thing to attempt and the David Cage really didn't make it clear what thyis title would bring that others hadn't (I refer again to his wooly answer to exactly that question).
Maybe I'm missing something. I don't want to sound like such a grumpy cynic. I think his comments about how crap the rest of the industry is/was has kind of jaded me here.
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Well Nintendo did, and they already sold 1 million!
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This guy is a fucking hack who doesn't care about or understand interactivity. But to explain why, I'm going to have to avoid coming off as a reactionary.
He says some stuff up at the beginning, standard game developer discontent, that's hard not to agree with:
"I also felt that there was a kind of general agreement about the fact that a video game should be about killing, destroying or driving. It is about creating toys for kids to play, without other creative ambition or vision."
Sure, okay. Games could afford to branch out in terms of subject matter, themes etc. I'm with you so far.
"I've changed over the years as I've got older"
So, you say you're a writer?
"With Lucas Kane, ..."
Points deducted. "Kane" is such a cheesy 13 year-old comic book character last name. K is the new X.
"In many games, this language is only limited to a few words: fear, anger, frustration, power. When you think about movies or books, you realise that their vocabulary is infinite."
Okay, so... your undefined, anecdotal sample of videogames versus two *entire mediums*. Yeah, that's fair.
Unless he's suggesting that the vocabulary of any given specific film, say, "Dukes of Hazzard", is TRULY INFINITE.
"I don't know if this game is self-referential in any way, but I wanted to ask the question of our real degree of freedom in real life, how many options do we really have, in an interactive experience that is defined by choice and freedom."
The problem with that is, this is already par for the course with modern games. In modern "thrill ride" shooters and the like, the player has no freedom at all. His interactivity, his free will, is undermined at every step by designer contrivance. So new is the last thing I'd call a game story in which the player has no real freedom at all. It's been done far better already in games like Half-Life.
"All through the story, he has no real option. He has no choice than to move with the flow of his destiny. He just happened to be at the wrong place at the wrong time. He is no super hero, it could have happened to anyone"
And I certainly don't see how we're supposed to believe this character is a *hero* in any way. Heroes can start off ordinary, but then they rise to the call and do extraordinary things. In Western individual-centric culture, this is an act of individuality and free will. A hero is never merely a victim of circumstance.
"Telling stories is the most ancient human activity. Men started telling stories with paintings in grottos."
Totally untrue. Before humans started telling stories, they hunted, sang, played games (as children, to learn hunting skills, and as adults, for amusement), danced, had sex, cooked food, etc. This guy is clearly in love with narrative, and wants to set it on a pedestal as the Single Great Human Achievement. This sort of reductionist bullshit is ruining game design.
"Every single new media that appeared was used for one thing: telling stories. Why would interactivity be any different?"
UMM, I DON'T FUCKING KNOW... BECAUSE IT'S A DIFFERENT MEDIUM?
Okay, calm down JP. Let's take his claim at face value. Let's see if these media were used for telling stories when first invented:
Photography
Music
Sculpture
Board (folk) games
Dance
Again, narrative chauvinism. I'm totally sick of it.
"Interactivity has the potential to become a new art form very soon, following the path of cinema."
Maybe you should lead the charge. Go back to Hollywood, Mr. Frustrated Movie Director.
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"so kudos to him for getting it to completion. I just it turns out well, and has the success it deserves. "
If its fun to play I'll give him kudos and his success will be deserved. If it isn't fun to play, he hasn't succeeded (unless his agenda is different mine) and so may or not deserve kudos (depending on why it wasn't fun, as I know there are loads of factors involved).
A lot of JP's comments hit the spot for me (the frustrated film director note in particular), only with added venom
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And I recall some grandiose claims about Omnikron when it was released, which, shall we say, differed with the actualite.
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Edit: I love you too, dude.
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As for the rest of your post, well, of course a soccer game is not going to generate convincing conventional narrative. The player's story in a game of mario is "Mario jumps. Mario runs. Mario Breaks a block. Mario falls in a pit". If the player does not have the tools to engage and manipulate story, it is unfair to expect an intriguing narrative for a third party, who merely spectate. Shit, you can still argue that a soccer match is FULL of amazing drama. It just doesn't happen to tie in precisely with what a conventional narrative is "supposed to be". So, you cannot poke at attempts at emergent, convincing narrative where attempts are not even being made!
Given tools to manipulate elements of story (i.e. characters who are not one dimensional meat-sign posts, whose agendas can be influenced through basic interactions, such as conversation, bribery, and other political gestures) and a world system stacked to topple in a catastrophic, but still chaotic/emergent way, you have both the ability to express moment to moment actions which feel like narrative in an overall structure which will inevitably lend itself to interesting, internally consistent conflicts for the player to face. Long sentance. Oops. Tired! Sorry.
Take Romeo and Juliet, or the more contemporary "Infernal Affairs". Both are stories whose initial systems are stacked intentionally, so that we may watch them inevitably crumble into interesting sets of events. It almost (almost) doesn't matter what the outcome of the story is, because the rubble inevitably falls in interesting ways.
I say almost, because there is a desire to reduce areas of boredom within the massive possibility space created by such a system. This can be managed with a good understanding of local minima and other emergent/chaos related phenomenon. Needless to say, this is not easy to do. It doesn't make it impossible, however. It's especially difficult for linear thinkers to get a hold of. It requires a major leap of faith to accept that in an interactive medium, the player is not an unpaid actor, but protagonist in a world, and should be given some control of the path of the story, even if it is to guide it toward a systemically inevitable conclusion.
And actually, that's already true of the philosophy of this game - the idea that at every turn, every choice you'd like to take, but which is not made available, is given a logical reason for its impossibility. "You can't walk across that river of lava, because you'll die". Fair enough. But as JP says, this method is nothing new or special. It has been practically mastered by HalfLife, and aped by other games. A new found reasoning for the same old incredible designer oppression does not mitigate the fact that we could make more open games which do not lose narrative consistency, if only we made any fucking effort in that direction.
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I really hope you don't talk like that in design reviews. What happened to the concise communication of ideas (and please don't assume that means I don't understand what you wrote)?
Anyway, to get back on point, I don't think people are dismissing narrative here. The negativity seems to be aimed more at Cage's attitude to the industry and his "I am here to save the day" type comments. The interview felt very much to me like a publisher pitch and I didn't finish reading it feeling like I knew any more about what to expect from the game.
David's ambitions are fine, and I share many of them, but I have frankly heard it all before and I would very much disagree that the industry has not attempted to explore area before. If he manages to achieve what he describes to a greater degree than titles past then all power to him. But like I said, I've heard the hype many times and have not often seen results that bear fruit that doesn't smell.
Lets not get off on the wrong foot here, I agree with a lot of your points. But the over wordy approach smacked too much of "trust me I'm a Dr, look how many long words I use, and look how long I've worked in games" and that kind of stuck in my side a bit (and prompted me out of hibernation).
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"Narrative is "king" as it binds these events into a meaningful context and therefore enriches the playing experience."
The ability of narrative to connect a sequence of events into a meaningful pattern does not put it "above" other ways of conceptualizing those events. I can just as easily do the converse and express Narrative as a System - provide rules such as the requirement of a Beginning, Middle and End; specify what makes a Character a Character, etc. Chris Crawford's work has proven that the systematization of narrative is possible and opens up many fascinating possibilities.
Comics take a narrative in the abstract (as we would experience it in a novel) and structure it as a visual sequence. Examples of this sort of thing are everywhere.
Basically, just because I can describe something using an intellectual construction doesn't make that construction more "important" than any other. It's a perspective, a tool for examining and depicting something. Game designers can and should use a lot of different notions to think about what they're creating.
You have totally misinterpreted my argument. I am not railing against the concept of narrative at all. I am railing against designers who think that narrative is going to "save" the medium of videogames, by co-opting the legitimacy afforded other media in which narrative plays a central role - namely, cinema and the novel. This is an Easy Answer to a problem for which there is no easy answer, and it's wrong. And so is anyone who swears by it as arrogantly and naively as Cage seems to.
Like a thousand (usually well-meaning) people before, you cite the death of Aerith in FF7 as a crowning achievement of game narrative. Unfortunately, this is exactly the kind of unexamined hack-work that has dragged the industry down a blind alley of copycat with the film industry.
Killing off a female love interest is not a surprising plot twist. It is a pat, brain-dead attempt at emotional manipulation for storytellers who have run out of ideas. Narrativists complain about videogames remaining emotionally shallow, kids' stuff with no real sophistication. Having your villain kill adorable puppies, or something equivalent, is NOT doing anything to increase the level of artistic sophistication in games.
What we need are challenging, complex ideas, presented in a way that involves the player and capitalizes on the unique strengths of the medium rather than sweeping them under the rug and telling the player to "shut up and watch".
"By couching rulesets/mechanics in a narrative it is possible to manipulate the parameters of gameplay in a form that is implicit - this actively encourages lateral thinking and emergent behaviours."
You're not talking about narrative, there. You're talking about Metaphor. Representing the game's mechanics with a metaphor - "You are a gun-slinging cowboy", "You are Earth's last hope and must save the world from aliens", etc - *that* is what facilitates player understanding and allows them to map actions onto the game's rules and make assumptions about the consequences of actions.
"You are a cowboy" is not a narrative. It's an exposition, a premise, a setting. Metaphor leverages human pattern recognition skills to provide connections between previously experienced concepts and new ones.
A narrative only starts happening once the player starts interacting with the game. Hence, "games are systems in foresight and narratives in hindsight". That phenomenon is unique to games, the implications are vast, and it's totally lost on people who think the answer to making better games is "more narrative, please".
"I get annoyed because I hate to see these possibilities angrily dismissed simply because previous implementations of this philosophy have not always been viewed as successful."
I am not dismissing anything. I am skeptical that Cage's sound and fury, echoed so many times before by developers who have a story to tell and think they have it all figured out, will translate to a decent game or even a decent narrative. Ham-handed emotional manipulation, driven home constantly at the expense of a player's personal agency and involvement, is not doing anything to further the medium.
"Emotional and intellectual resonance are the hallmark of all great art in whatever field you care to speak of, and the reality is there is no reason why we cannot have that as well as all the basic attributes of pure gaming-quality."
If you'd just said this up front we could have agreed and dispensed with all this piss and vinegar.
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Surely you mean crates?
Sorry.
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The statement to which I was replying:
"Every single new media that appeared was used for one thing: telling stories. Why would interactivity be any different?"
was preposterously ignorant in a way that cuts right to heart of the issue. I don't think I overestimated the tone of discourse for an internet gaming forum by using a bit of strong language.
"I honestly doubt that nuances like pace and subtext can be generated algorithmically."
That isn't how interactive storytelling works. The designer creates a system that produces narrative instances. If "nuances like pace and subtext" aren't there, it's because the designer didn't incorporate his understanding of them into his algorithms. Nothing comes out of the machine that doesn't start out in a human being's head.
This is what most designers fail to grasp about Systems... the designer is still in control, but on a different level of abstraction. If someone finds this threatening or scary, chances are they are trying to shoehorn conventional narrative into games.
Consider this... a designer who thinks he is "using the medium of games to tell a story" is really creating a story and then *translating that story into rules*. If-Else, Do-While, etc. If there are no rules, you don't have interactivity. The story is not overlaid atop the rules, the story *is* the rules (the implications of which I leave to you).
The future of gaming is going to be defined by works by designers who understand and embrace that, not those who live in denial of it.
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Same old shite churned out for the masses, and when someone mentions how crap it all is (Cage) he gets gunned down. Ok, he is blowing his own trumpet, but the proof is in the pudding. Let's hope this game delivers...
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but i wasnt aware that they were still making games in the graphical style of the playstation 1
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Perhaps he should've just done a FPS or a driving game instead?
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JP, interview aside, don't you think that the game sounds good?
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This is again a basic misunderstanding of how to wield systemic design. The 10000 instances of boredom will only happen if you're not designing the systems to inevitably cascade into interesting scenarios. Just as a rain drop will inevitably end up in the sea, one can influence the gravity of possibilities within a system so that the player inevitably ends up in interesting conflicts.
And Blerk: It doesn't sound any different to us! That's the point! It's a guy talking in more depth and passion about a subject than perhaps this site is used to, but it's par for the course in ludology circles.
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Risking sounding like a stuck record, let me refer just one last time to his answer when questioned about what new content he would bring to the adventure genre he replies "The main step we did was to define the experience as an emotional ride.".
God I wince every time I read that. Its marketing speak, it tells me nothing about what the game will actually be like. If anyone can tell me why that is visionary or new I will be pleased to be educated.
Does anyone here really think that aiming to create an emotional connection between the player and the game is a new thing? Even the people backing him up are making references to previous titles that have (depending on your perception of their success) done exactly what he is trumpeting as being new.
I really, really, really don't dislike him for trying (I don't even dislike "him", I'm sure he is a nice chap). I really, really, really dislike his assumption that he is some visionary taking us in brave new directions.
Its patronising and insulting to the many people in this industry making great games every day, incorporating many of the same values he describes. I quote "No one has yet understood in this industry the power of a good story and good characters." SLAP!
I am exactly one of the people, on first seeing details of this game, thought "Great, an adventure with some proposed depth. I really hope it actually turns out that way", so please don't assume I disagree with his ambitions. Someone here already said "the proof is in the pudding". Amen to that. Lets hope his next interview segment has a little more to tell us about whether the game will be fun or not.
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sorry ive had a bad day.
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