With 'Heavy Rain,' we're creating something that changes many traditional game paradigms. — David Cage Copy Share Image
'Heavy Rain' was my baby, my reason to live, and my oxygen for four years. And seeing the successful release of the… — David Cage Copy Share Image
Getting the player emotionally involved is the holy grail. We try to make players forget they're playing a game. We want them… — David Cage Copy Share Image
Some media used to talk about video games only to say how violent or addictive they could be. With 'Heavy Rain,' they… — David Cage Copy Share Image
I disagree that injecting emotion into a game comes at the expense of the playing experience. — David Cage Copy Share Image
I broke pretty much every rule of classic game design and tried to invent new ones. — David Cage Copy Share Image
Playing with light is something that is very important, especially when you want cinematography in your game. — David Cage Copy Share Image
I personally believe that more and more players think that 10 hours is the right kind of play time for a game. — David Cage Copy Share Image
I don't differentiate game design and script; it is one and only document. I think that one of the biggest problem with… — David Cage Copy Share Image
Game Over is a very frustrating game convention. In short, it means, 'If you were not good enough or did not play… — David Cage Copy Share Image
There are different games for different people and different expectations. Sometimes you want a great story, and sometimes you don't. I don't… — David Cage Copy Share Image
Some people are shocked when a game evokes real-world issues. But this platform is about becoming the characters, not just seeing them… — David Cage Copy Share Image
On 'Heavy Rain,' the game started with something that happened to me when I lost my son, my six-year-old boy, in a… — David Cage Copy Share Image
QTE is a very strange thing... it really depends on what you expect from your game experience. — David Cage Copy Share Image
Each time you buy a used game, this is money that doesn't go into the pocket of the people that took the… — David Cage Copy Share Image
If you played 'Heavy Rain,' there are very few cutscenes and very few moments where you don't have control. — David Cage Copy Share Image
We, as individuals, are defined by the choices we make. Some of our decisions can have very significant consequences and totally change the courses… — David Cage Copy Share Image
Photography was inspired by painting, cinema by theatre and photography, I don't believe that any new art form was ever created from scratch. — David Cage Copy Share Image
I love unusual games, games that dare to be different and that are not based on violent actions. — David Cage Copy Share Image
I wish more people would be allowed to take risks and try new things and new ideas because new ideas are what this industry… — David Cage Copy Share Image
People trying new ideas are a blessing for gamers and in the industry in general. — David Cage Copy Share Image
In a movie, you're just passive; you're just watching a story that is told to you. But in games, I saw that you could… — David Cage Copy Share Image
With 'Heavy Rain,' we're creating something that changes many traditional game paradigms. — David Cage Copy Share Image
'Heavy Rain' was my baby, my reason to live, and my oxygen for four years. And seeing the successful release of the game has… — David Cage Copy Share Image
'Indigo Prophecy' already brought a lot of new features to the traditional adventure genre, including the Action system, MultiView, Bending Stories, etc. 'Heavy Rain'… — David Cage Copy Share Image
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… — David Cage Copy Share Image