Our goal is to develop our studio as a global, multifranchise company while remaining an independent studio. — David Cage Business Copy Share Image
I believe that interactive storytelling can be what cinema was in the 20th century: an art that deeply changes its time. — David Cage Copy Share Image
If you ask me what genre 'Beyond' is, it's really difficult for me to answer. — David Cage Copy Share Image
What we believe at Quantic Dream is that there is a space for adult games: meaningful experiences for a mature audience. — David Cage Audience Copy Share Image
'Fahrenheit' was a very difficult product to sell to publishers initially because no-one believed in storytelling or emotion. — 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
People trying new ideas are a blessing for gamers and in the industry in general. — David Cage Blessing Copy Share Image
Life is sometimes you're happy, sometimes you're sad, sometimes you're in love, sometimes you fight, and that's a life. — David Cage Fight Copy Share Image
I don't pretend that 'Heavy Rain' will be a revolution, and I don't know if people will love it or hate it.… — David Cage Copy Share Image
There are many different ways of telling an interactive story, I think. I don't think there's a right one and a wrong… — David Cage Copy Share Image
I love games like 'Flower,' for example - I thought this was amazing. It's great, it's new, it's different, and it's invented… — David Cage Amazing 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 'Heavy Rain' is a huge commercial success, it will show everybody in the industry that the world is sick of first-person… — David Cage Experience 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
Technology must remain a tool. It's a great tool, but technology is the pen to write the book. It's not the book.… — David Cage Books Copy Share Image
I wish that there were more games having the courage to talk about more subversive topics. Talking about politics, sexuality, human relationships. — David Cage Courage Copy Share Image
When you want some subtle emotions, you need some subtle vehicles for emotion. — David Cage Emotion Copy Share Image
Innovation is a big risk. It can also be a big reward - but a big punishment if you fail. — David Cage Copy Share Image
I've been playing video games since I was 10 years old, and I think it's important to play games if you want… — David Cage Design Copy Share Image
I think it's a mistake to limit ourselves to a certain audience when we could reach everybody. — David Cage Audience Copy Share Image
I love unusual games, games that dare to be different and that are not based on violent actions. — David Cage Character Copy Share Image
Playing with light is something that is very important, especially when you want cinematography in your game. — David Cage Cinematography Copy Share Image
Stories are emotional journey where we can project ourselves emotionally in another space. — 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'm inspired by film-makers such as Ridley Scott, David Fincher, Orson Welles. — David Cage Cinema 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
With 'Heavy Rain,' we're creating something that changes many traditional game paradigms. — David Cage Game Copy Share Image
We want to satisfy our fans, but we want to surprise them, too. That's our challenge. — David Cage Challenge Copy Share Image
'Heavy Rain' was really close to a dark thriller, like 'Se7en.' 'Beyond' is different in terms of tone. — David Cage Copy Share Image
We want to keep developing original games in the genre we pioneered but also expand our audience by being present on all… — David Cage Audience 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
My goal with 'Beyond' is really to create a strong sense of empathy between the player and Jodie Holmes. — David Cage Copy Share Image
The thing is, the better the hardware, the more time we spend to improve the visuals to take advantage of the hardware. — David Cage Copy Share Image
When I started crediting myself as writer and director, I saw that as a political act. — David Cage Director 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 Design Copy Share Image
The right way to enjoy 'Heavy Rain' is really to make one thing because it's going to be your story. It's going… — 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… — David Cage Art Copy Share Image
Most games end up with quite caricature scripts because they are just here to serve the game-play mechanics but not to trigger… — David Cage Copy Share Image
If we keep making things based on violence and platform jumping, you don't need Ellen Page to do this, to be honest.… — 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… — David Cage Hero Copy Share Image