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There are many people out there who simply cannot wait to get their hands on the next generation of gaming hardware. Know one person who doesn’t care if they come soon? Heavy Rain creator David Cage.

In an interview with Develop Online, Cage was asked what he wanted to see—as a developer—from the next generation of hardware. His answer was a little surprising:

“Well, we invest a lot in technologies and tools. We’re a very tools-centric company, with about 40 engineers all working on technology right now.

“But to be honest, I’m not that interested in technology or the next generation of consoles. If we could continue with PlayStation 3 for another five years it would be fine with me. I think the main challenges are on the creative side than on the technical side.

“Are there technical things I can’t do on PS3? Honestly, no. The limitation is much more about the ideas we have. When you look at the past, you realised that the technology evolved must faster than the concepts we rely on.
As an industry we have pretty much have been building the same games for fifty years, despite the platforms changing.

“So, what do I expect from the next generation of hardware? You know, the usual. More polys, and higher resolution texture maps, and, horsepower, and, stuff. Wow. It’s so cool and exciting.”

It’s certainly an interesting opinion—and one that absolutely has some level of validity to it. What’s interesting is that I can both support his statement, and then go directly against it, with two games from one development team: Team Ico.

The original Ico was amazing in many ways, and while the version of Ico that we got in the HD re-release of Team Ico’s games certainly was prettier resolution-wise, the original version of Ico never felt like it suffered due to the limitations of the PS2. And—in fact—the game looked utterly gorgeous on that hardware.

Then we get to Shadow of the Colossus—a game that absolutely did suffer due to the need for stronger hardware, and a game where the ideas it presented were limited due to the PS2’s abilities.

Clearly, the most important thing in creating a game is making something that will connect with players in fun and interesting ways—and not how visually amazing the game looks. However, sometimes that push for storytelling and the push of advancing graphical hardware go hand-in-hand.

 

Source: Develop Online

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About Eric Patterson

view all posts

Eric got his start via self-publishing game-related fanzines in junior high, and now has one goal in life: making sure EGM has as much coverage of niche Japanese games as he can convince them to fit in. Eric’s also active in the gaming community on a personal level, being an outspoken voice on topics such as equality in gaming and consumer rights.

Heavy Rain Creator ‘Not That Interested’ In Next-Gen Consoles

There are many people out there who simply cannot wait to get their hands on the next generation of gaming hardware. Know one person who doesn't care if they come soon? Heavy Rain creator David Cage.

By Eric Patterson | 05/18/2012 05:20 PM PT

News

There are many people out there who simply cannot wait to get their hands on the next generation of gaming hardware. Know one person who doesn’t care if they come soon? Heavy Rain creator David Cage.

In an interview with Develop Online, Cage was asked what he wanted to see—as a developer—from the next generation of hardware. His answer was a little surprising:

“Well, we invest a lot in technologies and tools. We’re a very tools-centric company, with about 40 engineers all working on technology right now.

“But to be honest, I’m not that interested in technology or the next generation of consoles. If we could continue with PlayStation 3 for another five years it would be fine with me. I think the main challenges are on the creative side than on the technical side.

“Are there technical things I can’t do on PS3? Honestly, no. The limitation is much more about the ideas we have. When you look at the past, you realised that the technology evolved must faster than the concepts we rely on.
As an industry we have pretty much have been building the same games for fifty years, despite the platforms changing.

“So, what do I expect from the next generation of hardware? You know, the usual. More polys, and higher resolution texture maps, and, horsepower, and, stuff. Wow. It’s so cool and exciting.”

It’s certainly an interesting opinion—and one that absolutely has some level of validity to it. What’s interesting is that I can both support his statement, and then go directly against it, with two games from one development team: Team Ico.

The original Ico was amazing in many ways, and while the version of Ico that we got in the HD re-release of Team Ico’s games certainly was prettier resolution-wise, the original version of Ico never felt like it suffered due to the limitations of the PS2. And—in fact—the game looked utterly gorgeous on that hardware.

Then we get to Shadow of the Colossus—a game that absolutely did suffer due to the need for stronger hardware, and a game where the ideas it presented were limited due to the PS2’s abilities.

Clearly, the most important thing in creating a game is making something that will connect with players in fun and interesting ways—and not how visually amazing the game looks. However, sometimes that push for storytelling and the push of advancing graphical hardware go hand-in-hand.

 

Source: Develop Online

0   POINTS
0   POINTS



About Eric Patterson

view all posts

Eric got his start via self-publishing game-related fanzines in junior high, and now has one goal in life: making sure EGM has as much coverage of niche Japanese games as he can convince them to fit in. Eric’s also active in the gaming community on a personal level, being an outspoken voice on topics such as equality in gaming and consumer rights.