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FEATURED VOXPOP oblivion437     In all the talk of graphical downgrades no one seems much preoccupied with 'why?'.  Why build something and then proceed to tear it down, piece by piece, in the hope that ever more diminished expectations about the final product won't be severe enough to...

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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