Top 102 Quotes & Sayings by David Cage

Explore popular quotes and sayings by a French designer David Cage.
Last updated on September 17, 2024.
David Cage

David De Gruttola, known by his pseudonym David Cage, is a French video game designer, writer and musician. He is the founder of the game development studio Quantic Dream. Cage both wrote and directed the video games Heavy Rain and Beyond: Two Souls for the PlayStation 3, and Detroit: Become Human for the PlayStation 4 and Microsoft Windows.

I think it's a mistake to limit ourselves to a certain audience when we could reach everybody.
Every time you try to create an experience with a character who doesn't use a gun, doesn't drive a car, doesn't jump off platforms, doesn't solve puzzles, you are taking a risk.
When you're a writer, you talk about things that move you, that you feel really deep inside you that's something that moves you, and you hope it'll move people, too.
Our goal is to develop our studio as a global, multifranchise company while remaining an independent studio. — © David Cage
Our goal is to develop our studio as a global, multifranchise company while remaining an independent studio.
The first movies were made by technicians building their own cameras. Movies became an art when technicians worked on the technique and artists took care of the content.
Stories are emotional journey where we can project ourselves emotionally in another space.
In a movie, you're just passive; you're just watching a story that is told to you. But in games, I saw that you could be the main protagonist: you could be in the shoes of the hero and make the decisions.
I've always felt that 'game over' is a state of failure more for the game designer than from the player.
I disagree that injecting emotion into a game comes at the expense of the playing experience.
Some people are shocked when a game evokes real-world issues. But this platform is about becoming the characters, not just seeing them from the outside, like in a film.
When I started, I wanted probably to make games that were inspired by films that I liked.
I don't differentiate game design and script; it is one and only document. I think that one of the biggest problem with storytelling in games is that people tend to separate story and interactivity. Both should be conceived as one entity, each using the other.
Most games end up with quite caricature scripts because they are just here to serve the game-play mechanics but not to trigger any emotional response.
I personally believe that more and more players think that 10 hours is the right kind of play time for a game. — © David Cage
I personally believe that more and more players think that 10 hours is the right kind of play time for a game.
I love unusual games, games that dare to be different and that are not based on violent actions.
'Heavy Rain' was my baby, my reason to live, and my oxygen for four years. And seeing the successful release of the game has been the most extraordinary reward I could have dreamt of, after years of working in the dark.
If you played 'Heavy Rain,' there are very few cutscenes and very few moments where you don't have control.
The thing is, the better the hardware, the more time we spend to improve the visuals to take advantage of the hardware.
I'm not fighting for the right to do whatever we want without any restriction. We need to be careful of the fact that we also make games for kids and teenagers.
We, as individuals, are defined by the choices we make. Some of our decisions can have very significant consequences and totally change the courses of our lives.
Not everybody's interested in shooting.
If you ask me what genre 'Beyond' is, it's really difficult for me to answer.
'Heavy Rain' responded to a period of my life, things I strongly believed in, things I wanted to suggest or experiment with. I'm really happy with the overall feedback; the reception was a success.
My goal is for 'Heavy Rain' to leave an imprint in you and change a little bit of who you are and how you see things. Maybe the key characters and key moments will leave a trace in you. If you don't have this ambition as a video-game creator, then maybe you should do something else, because this is what creation and art is about.
Photography was inspired by painting, cinema by theatre and photography, I don't believe that any new art form was ever created from scratch.
I wish that there were more games having the courage to talk about more subversive topics. Talking about politics, sexuality, human relationships.
I wish more people would be allowed to take risks and try new things and new ideas because new ideas are what this industry desperately needs. I mean, how many shooters can you make?
The right way to enjoy 'Heavy Rain' is really to make one thing because it's going to be your story. It's going to be unique to you. It's really the story you decided to write.
I believe that interactive storytelling can be what cinema was in the 20th century: an art that deeply changes its time.
I'm not a big fan of free to play. And this is just me, but when I buy something, I don't like the idea that I start playing for free, but each time I want to do something a little more interesting or progress, I have to pay. I'd rather pay up front.
Some media used to talk about video games only to say how violent or addictive they could be. With 'Heavy Rain,' they talked about the story of the game and the emotions they felt while playing.
Stop making the same games about shooting something and driving; try something else. There is a market for that.
If we keep making things based on violence and platform jumping, you don't need Ellen Page to do this, to be honest. It would be a waste of time and a waste of money.
I approach video games the same way I approach theatre, filmmaking, poetry, or painting. I wish more people would take that point of view. It would help the industry to move on.
Innovation is a big risk. It can also be a big reward - but a big punishment if you fail.
Freedom comes with responsibility.
I try to get better at what I'm doing, game after game.
I think the difference between 'Heavy Rain' and 'Beyond' is that 'Heavy Rain' still had a lot of references to films. Especially in the mood, and it was a dark thriller... where, in 'Beyond,' we tried to create something truly original and doesn't refer to anything.
'Papo & Yo' is an incredibly emotional experience. It shows that video games can talk about anything, even the most personal and sensitive matters. — © David Cage
'Papo & Yo' is an incredibly emotional experience. It shows that video games can talk about anything, even the most personal and sensitive matters.
Working on 'Beyond,' I try to give an explanation to death that's different from the explanation religions have to give. So I made up my own story around all this and how life and death and souls work.
We want to satisfy our fans, but we want to surprise them, too. That's our challenge.
I often say that buying 'Heavy Rain' is a political act.
Each time you buy a used game, this is money that doesn't go into the pocket of the people that took the risk to create this, to finance it, to develop it.
What we believe at Quantic Dream is that there is a space for adult games: meaningful experiences for a mature audience.
I broke pretty much every rule of classic game design and tried to invent new ones.
Choices are a very important part of our lives.
We want to keep developing original games in the genre we pioneered but also expand our audience by being present on all platforms.
Technology remains a tool: you can have the best tool in the world, but if you have nothing to say, it will remain an empty experience.
I am afraid I am totally hermetic to social games in general. — © David Cage
I am afraid I am totally hermetic to social games in general.
As a storyteller, I've always been fascinated with the idea of recreating this notion of choices in fiction. My dream was to put the audience in the shoes of the main protagonists, let them make their own decisions, and by doing so, let them tell their own stories.
The concept of 'Heavy Rain' is to offer real-life situations with real characters. There are no supernatural elements in the story.
For me, influences really come from everywhere: literature, comics, movies, anime, Internet, science, real-life situations. In fact, I think that writing is just about living.
QTE is a very strange thing... it really depends on what you expect from your game experience.
We're not going to just duplicate 'Heavy Rain,' because we are passionate about innovation and discovery, so we're trying to discover new ground and see how we can move from 'Heavy Rain' and create something even more immersive.
'Indigo Prophecy' already brought a lot of new features to the traditional adventure genre, including the Action system, MultiView, Bending Stories, etc. 'Heavy Rain' will include features like advanced physics and AI, realistic characters and living environments.
Playing with light is something that is very important, especially when you want cinematography in your game.
With 'Detroit,' we realized that we wanted to create an experience that could be meaningful.
We want to continue to explore new possibilities regarding interface and interaction. We experiment different solutions to make interface an important component for immersion rather than just a remote control.
When you believe games can only be toys for kids and that you are successful at doing this, why would you look further and take risks exploring new directions?
People trying new ideas are a blessing for gamers and in the industry in general.
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