Quantic's David Cage talks Fahrenheit
"We didn't know what we were doing."
Before embarking on Heavy Rain, David Cage - adventure-game auteur and chief of the Quantic Dream studio - made Fahrenheit. A similarly daring exercise in interactive narrative, known as Indigo Prophecy in the US, Fahrenheit is remembered with equal amounts of fondness and embarrassment by gamers, sometimes at the same time.
Turns out Cage himself is no different. Discussing Heavy Rain with him for today's hands-on preview, your correspondent asked a simple question: "What are you able to do this time with Heavy Rain that you weren't with Fahrenheit?" His answer was so detailed and so disarmingly frank, we thought we'd repeat it in full.
"Oh my God, pretty much everything to be honest with you. Fahrenheit was really a first try. I mean, we didn't know what we were doing... well yeah, there were a couple of things we wanted to do. We wanted to allow the player to play physically with the story. This was one of the goals of Fahrenheit. We wanted also to create a couple of emotional situations where you would have moral choices. And most of all, we wanted to break with old game paradigms: game mechanics, no weapons, no cars, no puzzles, just choices. This is what we managed to do with Fahrenheit.
"But apart from that... it was very technical to write, to be honest with you. And at some points I would get a little bit lost between the technique of writing it, and... the scope and the inspiration. [With Heavy Rain], I got the feeling I had a better understanding of what I was writing. I assigned the right amount of time to do it, much more time, I spent a year just writing; I worked with Hollywood script doctors, showed them my script, and they really criticised it, told me to change many things. It was really valuable, I really learned a lot doing this.
"And the technology, oh my God. We are one platform only. It's still proprietary technology, same as Fahrenheit was, but Fahrenheit was our first console game. It was on three platforms at the same time, the platform changed in the middle of the development and suddenly it was a PlayStation 2 lead so we had to rethink everything. Here, it's PlayStation 3 from day one, one platform, so you can really work on the technology knowing what the final platform will be, so you can optimise everything and think about the technology for that platform.
"You can also think about the interface for the controls, because you know what the controller's going to be. When you work on three platforms you have to make it work with a mouse and with a PlayStation 2 controller, I mean what's in common between these two controllers? Nothing.
"So we had more time to write, I think the story's much better. The graphics are really, really much better because we spent so much time working on the tools and the pipelines and the technology behind it. It's the same graphics team, but they were so frustrated with Fahrenheit because they were really talented, and maybe the final game, because of all the constraints, didn't do them full justice. And here with Heavy Rain, they just do what they are capable of doing. And this [scene] is not the nicest environment and characters, we've done much better than that.
"The interface. I think with Fahrenheit, there are many very interesting ideas, all the things with controlling the moves with the stick, it worked quite well... but all the simon-says parts with the big bar didn't work that well. So here, on Heavy Rain, we changed the interface. Instead of asking the player to look at the top of the screen to know, OK I want to interact with this, I'm supposed to do that... Here, we implemented everything in the same place. You know, I want to interact with this, and you just look, and OK, you know how. Everything is in the same glance.
"So it's much more fluid, and what is really surprising... we've of course done some playthroughs with focus test groups, and when they play, after a couple of minutes they forget about the navigation system, that it's really different. It becomes so natural that they just follow the story and they forget about the controls. So I think that the interface works much, much better than on Fahrenheit.
"And yeah, one last thing, I talked about the quality of the story... I think it works much better. It's more detailed, there's no supernatural element, it's just down-to-earth and there's real people and real situations, and I think that's great. Much better. And I think also it's probably the first thing I write for a game that relates to my personal life, and I hope that people feel that. That there's someone trying to tell a real story that relates to him.
"And what's really interesting about the story is that Sony took it worldwide in all territories, including Japan, before they could see anything, mainly based just on the story. What got many people within the group interested is the fact that the story was so unusual. So it's a good sign I think; there are some universal values in the story, some interest that I hope is going to reflect in the interest players have for it."
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Comments (23) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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PC and Dreamcast Omikron says "Hi!"
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Understatement of the century.
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They've probably managed to block that from their memory.... not really sure what I was doing in that one.
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Inovation for inovation sake is just wrong and it seems they are going once again down that road.
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Devastated that this is PS3-exclusive. Hopefully there'll be a bit of a price drop before this comes out and I can convince the better half that we need a Blu-Ray player!
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It's a pretty biting criticism of the games industry that telling a story about normal people going through their lives is 'so unusual'. I've wondered many times when we, as an industry, are going to grow up and start doing this kind of thing regularly. If you look at other forms of entertainment, such as books or films, sci-fi and horror (not to mention the constant violence) is very much in the minority, but in games it overwhelms the other genres of fiction. This is due to our history, but it's about time we started to diversify.
I love sci-fi more than most people on the street, but occasionally it would be nice to go 'okay, how about playing a rom-com game tonight?' The last time people were working with these ideas on any scale was the point-and-click adventures. While I don't always think David Cage's quite hit the mark, I'm very thankful that he keeps on trying.
I enjoyed Fahrenheit, but it still felt limited. Personally, for that kind of game, I thought 'Shadow of Memories' was better. It was a PS2 launch title that most people missed because it only revealed its genius on the second or third play through. At first it seemed like there was nothing else you could have possibly do in any situation, but gradually it unfolded into the most complex narrative web of possibilities that I've ever played.
Good luck Mr. Cage, I look forward to your new work and hope it lives up to all of our hopes and expectations - if one day you fulfil all of your ambitions then maybe you'll finally get other companies to work with more naturalistic material too.
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Well, there's always Sam & Max ...
I agree though, this will change in time, but it's a bit weird that it hasn't changed more already.
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/ watches Heavy Rain more closely
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The shift in the story reminded me of the first time I watched From Dusk Til Dawn, where a darkly comic crime film did a 180 and turned into slapstick comedy horror in the space a single second in the middle. Except Fahrenheit couldn't pull it off and just went wierd.
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Dude this days they are smocking bad shit,and for that they forgot nomad soul,lol
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I got tired of button mashing, repeating shite stealth sections where I had no idea where I was going, and doing endless QTEs. The controls also should have been rethought.
Wonderful idea, though - bravo for the first few sections and the story. I'll be keeping it in my collection until an enhanced remake appears - so I can see the end of the thing. I'm not OCD enough to bother suffering the shite to see it through to the end at the moment. Too many other games, too much other stuff to do...
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You are an idiot. Using your thought process that means all filmakers are frustrated authors.
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Damn, mate, that's a depressing statement, and I hope (against hope) that the percentage of folks who agree are (slowly) shrinking. Re-inventing the wheel is *essential*! Endless rehash with higher res and poly counts will kill games as a media and bore me sh*less. Apart from Ninty and the Wii making a stunning success of that reinvention, it gets us amazing off the wall experiences like LBP and Flower which, between conventional Killzone fragfests make this hobby rich and interesting.
Yep, people pushing the boundaries take big risks, and when they fail they usually fail in a particularly turgid and pretentious manner (I haven't played Farenheit, so can't say). But we should, as folks interested in in this medium at least support people trying (if not actually plunk cash down on the bad ones) to push things forward instead of taking pot shots without at least looking, if for no other reason that the corpse of an epic fail can still yield great ideas that someone can build on. I'm not convinced Heavy Rain is for me (will wait until it comes out), but I'm bl**dy glad they're doing it to push this media forward.
Doctor_What is also dead on.
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