Heavy Rain looks set to shatter the uncanny valley and provide truly emotional experiences.
David Cage, the lead designer and director behind
Omikron: The Nomad Soul and
Fahrenheit (or
Indigo Prophecy, to US readers) gave a talk in France recently and outlined what he thinks the biggest barrier is for games in the future; emotion.
Gamasutra were on hand at the Museum of Science and Industry in France to report on Cage's talk about emotions and how these are tackled in games.
"
The more subtle, social emotions such as love, empathy, joy, sadness, jealousy, anger, and shame are frequently addressed in literature and cinema, Cage pointed out, but are rarely successfully tackled by games," said Cage.
Cage reckoned that as technology continues to make advances in regards to animation and puppeteering that this would become less of a problem and that designers would be able to use sophisticated motion capture technologies to create a more evocative experience for gamers.
Cage's new game,
Heavy Rain is looking to use such techniques already and Quantic Dream has invested heavily in
recruiting actors and motion capture technology in an attempt to shatter the uncanny valley.
Speaking briefly about
Heavy Rain in particular, Cage said that he was most interested in developing real-time interactions between the player and NPCs, but that he is currently limited by technology and therefore
Heavy Rain will use more traditional dialog trees and a more linear presentation.
If you're interested in hearing more of David's thoughts then you can check out our last
spotlight feature on adventure games, where we quiz David on what he thinks about the genre and how it will change in the future.
What did you think to
Fahrenheit? What was the last game which really moved you? Let us know in
the forums.
For some reason, I immediately completed this Malibu Stacey style with "...let's go shopping!"
LOL
LMAO!!
There were sections of GTAIV that were supposed to be really sad, I assume, but due to Niko being a completely unlikable, schizofrenic(sp?) assclown (IMO) I was sat there thinking "I really don't care. Where's the nearest Aston Martin styled car?"
I WANT to care about the main character, or any character, but they're just.. Really making it hard to give a crap these days. Last game I actually cared about any character in was Meryl in MGS1. Which is a damned long time in gaming.
Quake covers all these quite well:
Love: "I really love the BFG"
Joy: "I'm having a great time shooting the BFG"
Sadness: "Oh no, I've run out of ammo for the BFG"
Jealousy: "Someone else has a BFG and I only have this crappy pistol"
Anger: "Damn, someone just shot me with their BFG"
Shame: "I think I might have peed myself when I got the BFG"
See? All the emotions covered.
I'm sorry. You've got it all wrong.
It is Doom, not Quake.
XD
All emotions covered, very shallowly.
Maybe there should be a game about going shopping.
I think it's more to do with getting the player to feel that love to. Personally, I've never even liked Princess Peach, the whiny b***h...