[QUOTE="UpInFlames"]The good:
We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.
Finally, somebody gets it. While epic stories can deliver great epic stuff, you cannot expect to emotionally impact people with them. For that you need something intimate, personal, real. While fantasy and/or sci-fi stories can and should implement elements that make their conflicts matter (The Longest Journey, Half-Life), I'm still waiting for a completely down-to-earth type of game.
The bad:
I know there's always a strong reluctance from some hardcore gamers for this type of sequence, but we hope to convince them by the way we're going to implement them and by how we'll make these sequences really enjoyable and spectacular.
No. I hate when developers think that their version of something that is generally despised will make everyone change their minds. It won't. You will fail. Do not assume that people don't know what they do and don't like. QTE's suck. Even at its best, this mechanic will never be described as awesome or great. The mechanic and the whole idea behind it sucks. Stop doing it.
You speak the truth, UIF. The only thing I hated about what I heard in the interview more than QTE's is the fact that motion sensoring will be mandatory and used A LOT in the game. We don't need to see anymore fancy 'gameplay cutscenes' It's like watching a movie and having to press multiple button on the DVD remote as they appear onscreen in the correct order or the main character will die and you'll be forced to rewatch..er replay..er rewatch/play the entire scene. I'm also all for having a more down to earth game with characters that actually act human. There's barely any games that trigger emotions in players besides just fear, excitement and frustration. [QUOTE="rragnaar"][QUOTE="UpInFlames"] The good:
We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.
Finally, somebody gets it. While epic stories can deliver great epic stuff, you cannot expect to emotionally impact people with them. For that you need something intimate, personal, real. While fantasy and/or sci-fi stories can and should implement elements that make their conflicts matter (The Longest Journey, Half-Life), I'm still waiting for a completely down-to-earth type of game.
The bad:
I know there's always a strong reluctance from some hardcore gamers for this type of sequence, but we hope to convince them by the way we're going to implement them and by how we'll make these sequences really enjoyable and spectacular.
No. I hate when developers think that their version of something that is generally despised will make everyone change their minds. It won't. You will fail. Do not assume that people don't know what they do and don't like. QTE's suck. Even at its best, this mechanic will never be described as awesome or great. The mechanic and the whole idea behind it sucks. Stop doing it.
Agreed on all points. The whole QTE thing is basically a way to say "our control scheme isn't good enough to handle the on screen action, but we don't want this part of the game to be a cutscene either." QTEs are endlessly frustrating. I never beat RE4 because of the QTE knife fight with that commando duder. I screwed up two or three times in a row and went on to a game that wasn't trying to halt my progress with random button pushes that are nothing more than luck and a test of a person's hand eye coordination.
Good to see your in the 'I HATE QTEs' club. lol Games need to be less like movies, more like...games.[QUOTE="rragnaar"]Eurogamer has some interesting stuff on Heavy Rain including a new preview, and some crazy stats from the game:
[QUOTE="Eurogamer"]One of the fascinating things about Heavy Rain -previewed on Eurogamer today- is its reliance on development studio head David Cage, who wrote the massive script single-handedly, and motion capture. On a recent excursion to see the game in development, we noted down a few of the more interesting stats in its creator's presentation. We thought you might enjoy them, so here they are:
The script-2,000 pages long
60 scenes, each about 15-20 minutes long, most, but not all of which you see on any play-through
40,000 words of non-linear dialogue
Based on 6,000 pages of notes and references
15 months in development
The art design-Two weeks scouting for locations on the East Coast of the USA
15 months of design by ten people
Photos, topographical gameplay maps, sketches of every item, paintings of every scene
The outsourcing to Asia-Over 100 people involved outside Quantic Dream
480 man-months of work
Based on an "outsourcing bible" and "level architect blueprints"
The motion capture-All done on-site at Quantic Dream in Paris
170 days of shooting across nine months
Over 70 actors and stuntmen involved
Casting sessions in Paris and London
30,000 unique animations recorded
This game is sounding pretty damned ambitious.
Yeah I read that on imdb right before I came to this thread.
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