Top 102 Quotes & Sayings by David Cage - Page 2

Explore popular quotes and sayings by a French designer David Cage.
Last updated on April 20, 2025.
Life is sometimes you're happy, sometimes you're sad, sometimes you're in love, sometimes you fight, and that's a life.
Games are quite shy at talking about different things. Most are about facing hordes of monsters or saving the world or whatever; few games actually talk about the real world, about real people, about their relationship, their emotions, their feelings.
'Fahrenheit' was a very difficult product to sell to publishers initially because no-one believed in storytelling or emotion. — © David Cage
'Fahrenheit' was a very difficult product to sell to publishers initially because no-one believed in storytelling or emotion.
There are many different ways of telling an interactive story, I think. I don't think there's a right one and a wrong one. There are different games telling different types of stories in different ways.
Anybody working on storytelling has my respect.
We called 'Heavy Rain' an interactive drama, for whatever that's worth.
I've been playing video games since I was 10 years old, and I think it's important to play games if you want to design them yourself.
When you really love someone, you try to tell the truth.
When I started crediting myself as writer and director, I saw that as a political act.
I'm not a frustrated movie director: I'm not making games because I can't make movies.
'Heavy Rain' was really close to a dark thriller, like 'Se7en.' 'Beyond' is different in terms of tone.
I hope that there will be more and more games that will have something to say and become a little bit more meaningful.
I try not to do traditional games.
If 'Heavy Rain' is a huge commercial success, it will show everybody in the industry that the world is sick of first-person shooters, that people are ready for an adult gaming experience. If we fail, it will say, 'Please keep making the same old stuff.'
With 'Heavy Rain,' we're creating something that changes many traditional game paradigms.
We believe that we can use interactivity to create meaningful games. Games with emotions and virtual actors telling you something. Resonating with you as a human being, giving you food for thought. We don't need to deliver messages or whatever, just need to create a moment in time that will leave an imprint in your mind.
Game Over is a very frustrating game convention. In short, it means, 'If you were not good enough or did not play the game the way the designer intended you to play, you should play again until you do it right.' What kind of story could a writer tell where the characters could play the same scene ten times until the outcome is right?
I love games like 'Flower,' for example - I thought this was amazing. It's great, it's new, it's different, and it's invented something that didn't exist before.
I play a lot of games. I love indie games.
Whether you make an action blockbuster or a comedy or a drama, you've got the right camera and all the right technology to do it. In games, it's not the same yet, and I would like to see technologies dealing with cameras the way we do - dealing with bouquet, dealing with performance capture, with lighting - with all this stuff the way we do.
My goal with 'Beyond' is really to create a strong sense of empathy between the player and Jodie Holmes.
I never write with constraints, which I don't know if it is a good thing or a bad thing.
When you want some subtle emotions, you need some subtle vehicles for emotion.
Quantic Dream is a very special company in the sense that we do a lot of things that wouldn't make any sense in any other company.
I don't pretend that 'Heavy Rain' will be a revolution, and I don't know if people will love it or hate it. All I can say is that it is definitely going to be different.
'Detroit' started based on a book called 'The Singularity is Near' by Ray Kurzweil, which is about this idea that one day there could be machines that are more intelligent than we are.
We believe that games are a legitimate medium, as legitimate as literature, to talk about very dark and serious things.
'Heavy Rain' is really 'Fahrenheit' with more experience, more maturity, and probably a better vision and understanding of how this type of experience can be created.
Technology must remain a tool. It's a great tool, but technology is the pen to write the book. It's not the book. If you have a great pen, maybe you'll write faster or it will look better, but at the end, you have something to say, or you don't.
Technology is not going to be perceived by different classes of people in the same way. — © David Cage
Technology is not going to be perceived by different classes of people in the same way.
I don't think that photorealism is required to offer emotions. You can have very abstract characters and renderings offering the same type of emotions - look at Pixar movies: they're not photorealistic; they're stylised, and it doesn't prevent emotion from happening.
Cinema became what it is today when technology allowed movie directors and actors to develop emotion. You can see into the eyes of the actors and know when they are going to cry.
I'm inspired by film-makers such as Ridley Scott, David Fincher, Orson Welles.
The videogame industry is really weird because it's an industry that's highly conservative. People see the technology evolving every month, but when we talk about concepts, what people really want is for things to remain the same.
There are different games for different people and different expectations. Sometimes you want a great story, and sometimes you don't. I don't believe we should have stories in every single game. Sometimes it doesn't matter.
Getting the player emotionally involved is the holy grail. We try to make players forget they're playing a game. We want them to live the experience and suspend disbelief.
On 'Heavy Rain,' the game started with something that happened to me when I lost my son, my six-year-old boy, in a mall. I was so scared. I was curious to see if I could create that impression, that fear, in a game, an interactive experience.
When you try to create something different, there is always a mix of enthusiasm and skepticism, and I think this is fair.
When we talk about technology, often, we talk about the fact that it's going to be cool; it's going to do all these things for us. But at the same time, technology will deeply change our societies.
'Heavy Rain' is a cousin of the 'Choose Your Own Adventure' books.
It's like creating an artificial loop saying, 'You didn't play the game the way I wanted you to play, so now you're punished and you're going to come back and play it again until you do what I want you to do.' In an action game, I can get that – why not? It's all about skills. But in a story-driven experience it doesn't make any sense.
In general, I don't like game mechanics, I mean it's the idea you do the same things through different levels. I think, in my mind, it's an ideas I don't really like because I love to do different things and like to see the story moving on and I like to do different things and different scenes, not do the same thing over and over again. If it involves violence at some point fine, if it makes sense in the context. But violence for the sake of violence, it doesn't mean anything to me anymore.
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