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FEATURED VOXPOP Kakulukia
Why Sunset Overdrive Can Go Suck A Lemon
By Kakulukia
Posted on 07/14/14
Yesterday, while cleaning up my media center, I found my copy of Ratchet & Clank: Into The Nexus, which I bought sometime before Christmas last year. I had been pretty excited about this game pre-release, what with it being the first "traditional", albeit shorter than usual,...

GAMING NEWS

Beyond: Two Souls To Focus On "Meaning", Not "Fun", Says David Cage

Posted on Monday, July 30 @ 13:38:04 Eastern by

Speaking with Edge magazine, Quantic Dream's David Cage explained his design philosophy for Beyond: Two Souls, emphasizing that emotion, not fun, is his main priority:
My goal is to surprise people, to give them something they want without knowing they want it. I want to create an emotional journey, a unique experience.

I am not interested in giving them 'fun', I want to give them meaning; I don't want to challenge their thumbs, I want to challenge their minds.

Maybe this is irrelevant or just overly ambitious. Maybe this is not what most people out there actually want. But this is the goal I set myself with Beyond: to create something different.
It would probably won't surprise you, but I don't particularly care for fun either, particularly as a word because I believe there are numerous ways that video games can be entertaining without the narrow definition of "fun". This doesn't mean "fun" isn't a worthy goal for video games, since creating a fun game somehow still alludes many developers this generation. It's that for a full $60 title, we expect more than just a fun title to pass the time.

Creating an emotional title, at least, is a challenging goal and I hope David Cage is able to transfer the lesson he learned on Heavy Rain to Beyond: Two Souls. Particularly the one where everything doesn't need to be covered in heavy-handed melodrama to be dramatic.

[Source]
Related Games:   Beyond: Two Souls, Heavy Rain


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