David Cage on Heavy Rain, Interactive Storytelling, MMOs
Posted by Raphael
There's a great interview with David Cage on Gamasutra, where he talks about Indigo Prophecy, his studio's new game, Heavy Rain, and shares some thoughts on MMOs that dovetail nicely with my previous post. This thought, in particular, is one I definitely share:
I've played many MMOs these days, and most of the time, the experience is really poor, because you end up doing not very exciting things. I think the value of the experience is not on that. It's really about building yourself - the vision of yourself, like, "Oh, I want to be a hero, because I've spent so much time at level 16. I'm so strong. Look at my weapons and my helmet." These are the core mechanics these games are based on.
I think that's fine for people when they need to build self esteem, and it's a very important core complementing experience, but if you're not into that, what's the real narrative or emotional value? Sometimes it's really interesting when you're in the guild in a massively multiplayer game and you attack the fortress or whatever. Some great things can be told, but it's not guaranteed. The value is not always there.
I also really agree with Cage's assertions that our industry needs to grow up and tackle some more mature, meaningful content and themes in games. He has some interesting thoughts on how easy it is to build empathy between players and game characters as well.
Overall a great interview, and I have to say I'm really looking forward to seeing more about Heavy Rain, which from the sounds of it might really push the medium forward.
On a separate note, Funcom shares are down with some reports that many early Age of Conan players have cancelled their subscriptions because, among other reasons, the game really thins out later on. Perhaps, as I experienced, they realized that it was pretty thin to begin with.
