I would agree with him if he were right.
"The games industry offers many games based on violence and adrenaline, which works for a certain audience but there is a huge untapped market of people who are not interested in shooting but would be willing to interact in a meaningful emotional experience."
Bold: Correct (but this statement would also be correct for books, movies and comics).
Italic: Incorrect. During the last decades thousands of games were created which are not about shooting. The game in my sig is only one of several hundreds non-violent and story-driven games I played in my life. This market has never been untapped at all. In fact it's been one the earliest markets that has been covered by developers. Some examples from the past: Colossal Cave Adventure, Zork, The Secret of Monkey Island. Grim Fandango. Some recent examples (besides The Walking Dead and Journey which he mentioned): The Unfinished Swan, The Testament of Sherlock Holmes, The Cave. Some future examples: Pikmin, Broken Sword 5, Double Fine Adventure, SpaceVenture. The Longest Journey Chronicles. Let alone the thousands of non-FPS games ever created which are not story-driven and still managed to create a meaningful emotional experience for gamers to interactive with, see e.g. Nintendo's track record over the last deades.
Conclusion: He still seems to think he's one of the few who brought emotional experience to gaming. He still thinks more should follow his example. He still doesn't (want to) realize that he followed others, not the other way round.
I wished some clever journalist would invite David Cage to a round table discussion with veteran creators of story-driven games like Roberta & Ken Williams, Scott Murphy & Mark Crowe (aka Two Guys from Andromeda), Ron Gilbert & Tim Schafer.