slime, your should read this interview with the creator of Heavy Rain :
http://www.dpadmagazine.com/2009/03/16/killer-app-an-interview-with-david-cage/
Some of the highlights imo :
"QTEs are a minor part of the gameplay of Heavy Rain. They are used in some action sequences for scenes that would have been impossible to make with any other types of interfaces. If you have a fight for example, you either make a very video game type of sequence (punch/kick/combos, always the same moves, limited in an arena to avoid collision problems and inconsistencies with the environment), or you rethink the interface to support what’s really important in a fight: reflexes, quick decision making, pacing, having spectacular moves and directing, being injured, winning or losing)"
"I know many hardcore gamers are by instinct resistant to the concept of QTEs, but we put some serious thought into making it evolve and I hope to convince them that our approach supports the experience"
"The player should tell the story directly through his actions instead of watching it. The first way of doing this is to rethink interface and this strange rule saying that a control scheme should be limited to a certain amount of repetitive actions. If you use a contextual interface, you get access to an infinite number of actions, so your characters can at least do things to tell a story and not just jump or use their gun. The other difficult conceptual step to make is to redefine what gameplay is about: an experience may not be based on weapons or cars and still be fun. Interacting does not necessarily mean to destroy, kill, jump or drive. Interactivity can be about changing your environment, changing relationships or making decisions. It doesn’t have to be limited to military conflicts; any kind of situation can become interactive"
"Heavy Rain is based on a script, and I don’t think there is anything bad or wrong about that. I created a backbone for my narrative, I wrote all the possible variations based on the player’s decisions I could think of, using techniques like Bending Stories to follow their consequences and give a feeling of freedom to the player within the context of the story, so his decisions can really impact the narrative. I think the result will emulate a freedom of choice while maintaining the quality and consistency of the narrative. It is impossible to say how many paths there will be, just because there won’t really be any. Actions have consequences, sometimes they are limited to the scene, sometimes they will severely impact the narrative"
"Games are expensive; my focus is to give as much as I can to gamers for their money"
"It may sound arrogant, but I believe that this game can be important not only for Sony or Quantic Dream, but beyond for our industry. We have the responsibility to demonstrate that it is possible to create games with more creative ambitions, more complex stories to tell, and that it can be fully playable and more exciting than interactive battlefields. I hope to convince people outside our industry that games can be more than just toys for kids: that they can become art"