âThese are exciting times for the gaming industry,â game designer David Cage of Quantic Dream (Heavy Rain, Beyond: Two Souls) said as he began a talk here in Las Vegas that seemed set to criticize the modern state of gaming. After all, the talk was called: âThe Peter Pan Syndrome: The Industry That Refused to Grow Up.â
For the next half hour he argued that video games were, more or less, juvenile and bizarrely disconnected from the real world. This distresses him, but he thinks gaming can do much better.
He first looked back, charting at the 30 best-selling console games of all time. They were mostly from Nintendo or were a Grand Theft Auto. The games fit into three groups: âKids games, casual games and violent action games.â
The themes in gaming have barely changed in 40 years, he said. Compare 1992âs Wolfenstein and 2012âs Call of Duty, he said. âThey have not changed much. You still have this objective. You still have a gun. You still have to run and shoot and kill people before they kill you.â
Most games are still about mastering patterns the computer throws at you, he lamented.
Games live in âwonderland,â he said. They talk about things that arenât related to the real world or to the kinds of people we know.
âWe make the same games over and over,â he said. âThis is also an issue for our industry.â Itâs fine for kids, but for older gamers? âMany times starting a new game I feel like Iâve already played it a thousand times.â A lack of innovation plagues all industries. Gaming hasnât escaped it.
âMy gut feeling is that we need to find a way to reach a wider audience,â he said. The market is mostly kids and teenagers.
So, to solve this stuff, he suggests nine things:
Make games for all: Time to invent interactive experiences for adults.
Change our paradigms. âWe need to decide as an industry that violence and platforms are not the only way. We are in an industry where, if the main character doesnât hold a gun, designers donât know what to do.â How interactive is the game, theyâd wonder, he said. What do they do if they canât shoot?
He recalled pitching Indigo Prophecy, one of his earlier adventure games to an American games industry person. When he said the character didnât have a gun, they assumed the character drove a car or jumped on platforms.
ALSO: âCan we make games that are not based on systems?â As we get older, he said, adults donât have the time or interest in beating a computer, of mastering a system.â
AND: Can the industry make games without guns?
âBuy crap and you will get more crap,â Cage says. âBuy exciting and ambitious games and you will get more of them.â
The importance of meaning: What do we have to say? Most games, he said, have nothing to say. âThatâs a toy,â he remarked. âCan we create games that have something to say, that carry an idea ⊠that you can resonate with?â Authors are the kinds of people who come up with this stuff, he said. Let them in!
Games should use âreal world themes.â Let games talk about politics, about homosexuality, about anything from real world. âThey should talk about people. They should talk about our world. They should talk about society.â Films may try to do this, but games can put people in worlds that involve these issues. Thatâs potent. Games that could do this would leave an imprint on you.
âBecome accessible: Letâs focus on minds, not on thumbs!â He wants games to focus on the thoughts and decisions of players, not on how fast or skilled they are at manipulating a controller.
Bring other talents on board.
Establish new relationships with Hollywood. Related to the idea above, he wants to see actors, smart creative people bringing their talents to games. And he thinks that the filmmaking masters of linear storytelling could collaborate with game designers to make a new kind of medium.
Changing our relationship with censorship. Cage said he has a censor looking over his shoulder when he makes games. The sense is that he canât do in games what people do in movies, that people believe that the interactivity of games makes them more problematic, that what he can do with sex and violence is curtailed. But he believes that interactivity doesnât make games more dangerous or in need of censorship. He believes games are as constrained in content now as films were in the 50s, though he also said that content he saw at the last E3 shocked him in actually going really far to the extreme. âSometimes we go too far and behave like stupid teenagers ourselves. We should stop doing this.â
The role of press, from reviewers to critics. On one side there are clever people who analyze the industry, he said. On the other side of the spectrum are people giving scores or giving a 5/10 because of a camera bug or bad AI. âI donât think this is press,â he said. âWhere is the analysis?.â He wants better criticism. He yearns for a gaming equivalent of the Cahiers du CinĂ©ma
The importance of gamers. He considers buying a game to be a vote. âBuy crap and you will get more crap. Buy exciting and ambitious games and you will get more of them.â
Cage thinks the future will see a rise of a better digital entertainment. He hopes it will be accessible to all and will be open to themes and genres relevant to society. It will be based on a journey, not a challenge and will be cross-platform so people can play at home, on the go ⊠anywhere. âThis is my hope for the industry,â he said. âThis is a medium I love.â