Beyond: Two Souls lead says sequels kill creativity
He hopes to create experiences players didn't know they wanted
David Cage, designer and director of Heavy Rain and Beyond: Two Souls, doesn't want to give gamers something they already know they like.
“We don’t give people what they expect," Cage told Official PlayStation Magazine. "We want to give them something they want without knowing they want it”.
Cage said too many developers and publishers are serving established interests--that's why triple-A releases are so dominated by sequels and minor variations. Of course, gamers vote with their dollars and "encourage [publishers] to keep making the same game every Christmas, and everybody’s happy."
Hint: Cage isn't happy.
“If you’re interested in innovation and believe that games could be more than shooters, then you realize that sequels kill creativity and innovation."
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I got a BA in journalism from Central Michigan University - though the best education I received there was from CM Life, its student-run newspaper. Long before that, I started pursuing my degree in video games by bugging my older brother to let me play Zelda on the Super Nintendo. I've previously been a news intern for GameSpot, a news writer for CVG, and now I'm a staff writer here at GamesRadar.
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