That's all great and well said, but I'd rather bounce a ball against the wall than play Heavy Rain again.
That's all great and well said, but I'd rather bounce a ball against the wall than play Heavy Rain again.
:/ To steal from most of the posts before me, GO MAKE MOVIES THEN!!!
Seriously this guy is nearly as bad as Jaffe/Jeffe/Weirdguy


RolStoppable said:
Well, his studio has already problems to get controls for something as simple as walking around right, so it makes sense that he wants to remove as much gameplay as possible. Kids who aren't good at maths would like to see the subject disappear from school too. |
We just lower the standards! That way all kids are specials! Also I love the example you gave, seriously Rol, sometimes I don't give you enough credit.





Khuutra said:
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What I read from it is that he doesn't like having set rules and controls for game mechanics throughout the entire game because that makes it difficult to have variety. It's something he talked about a lot when Heavy Rain was coming out and he's correct in a sense. It's difficult to marry gameplay and story when gameplay is defined with "this button does this no matter the situation" so instead you have them split like ME3. If you want to tell a story through the gameplay you need to either do something very abstract like Flower or use more context sensitive controls like Heavy Rain.
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As much as guns were involved in more games than needed this gen, Mr. Cage has a point. And it seems people are getting turned off just due to that, wielding a gun in a game. Too much honey makes a man sick.
@OT. I'm really glad to see this kind of direction in some of the prominent minds of gaming. If at least one movement values story, atmosphere and entertainment over violence and cliché themes or redundant game mechanics, we are in good hands.
I love this paragraph especially
“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.”
He doesn't like traditional game mechanics, and wants some more fluid game mechanic, evolutive and adaptive to story events and context.
This is the natural progression of gaming, and it's exciting honestly. I understand there are limitations especially in the context of online, but still there are ways to mesh the two and the prospective is exciting.
CGI-Quality said:
Looking at his Kara interview with Geoff, he's saying similar things about emotion, character interaction, and storytelling that Kojima, Ueda, and Naughty Dog have said before him. He's been misunderstood/knocked before (in fact - all of the mentioned devs have), but at the end of the day, it's good to have these types of people out there. |
I don't know if he is really misunderstood or if people instead just choose to just hate on him because he does not make games the way they want them to be made and call him cocky, pretentious or what have you.
An example of this I see recently is "REAL" Super Mario games or "REAL" Zelda games. If you don't make your games in the way majority of gamers want, well, you're going to get looked down on and people are going to bitch and moan about how your games (Or Movie as they like to call Heavy Rain) play out. With Heavy Rain people continually complained about the QTE's, but you know what, many people actually enjoyed a game heavy in QTE's and sales showed that and my personal experiences has shown that.
You know what he is? Just a man with a much different vision and you know what else? That is perfectly okay.
The games he makes are the kind that I can get my fiance to sit down with me and watch. She enjoys the focus on narrative and quick reactions by me to determine how things play out and when things don't go well (Screwed up with Madison on the bike at the end...) you could see that it bothered her.
So yes Cage, keep doing what you do because I am one in this thread who wants more of the experiences you want to create. Ignore the haters. If they don't like your type of games, then let them play the games they do like because we all know there is an abundance of those. 
iPhone = Great gaming device. Don't agree? Who cares, because you're wrong.
Currently playing:
Final Fantasy VI (iOS), Final Fantasy: Record Keeper (iOS) & Dragon Quest V (iOS)

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| happydolphin said: I love this paragraph especially “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.” He doesn't like traditional game mechanics, and wants some more fluid game mechanic, evolutive and adaptive to story events and context. This is the natural progression of gaming, and it's exciting honestly. I understand there are limitations especially in the context of online, but still there are ways to mesh the two and the prospective is exciting.
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What I don't get about that is that in the two examples of games done right provided in the article (Limbo/Flower), you are just doing the same things through different levels, just in an arty shell.

VGChartz
kowenicki said:
I'm confused. |
I think it might be a reference to Heavy Rain because that's something you actually do in the game
| milkyjoe said:
What I don't get about that is that in the two examples of games done right provided in the article (Limbo/Flower), you are just doing the same things through different levels, just in an arty shell. |
Good point. He must be confused. Though I consider the direction he is looking for very noble and desireable, I'm not sure he really fully understands what he himself wants. Probably what he meant about flower et al was mostly in the sense of breaking the game mechanics mold, but it wasn't brought up to address redundancy.