Heavy Rain creator particulars the difficulties of recreation engines and what he hopes the longer term holds
Heavy Rain improvement studio Quantic Dream is infamous for lengthy improvement occasions. The studio’s additionally infamous for critically-liked video games with robust cinematic cores, and video games that always look very totally different from the competitors. A part of that’s recreation design, however one other main piece of the puzzle is the engines driving these video games — every recreation that Quantic Dream makes is inbuilt a singular recreation engine, which is each very costly and very time-consuming. The studio’s founder and lead, David Cage, defined as a lot to us in an interview at DICE 2013.
“Quantic Dream is a really particular firm within the sense that we do numerous issues that would not make any sense in some other firm. We’ve not accomplished any sequels up to now, we work on new IPs every time. And we just about develop a brand new engine every time we develop a brand new recreation.”
However Cage does not harbor a lot love for that final half — the sport engine bit. He says that his studio opted out of the present console era’s recreation engine of selection (Unreal Engine three) as a result of, “we work with Sony, [and] we need to create one of the best know-how for the hardware and see how far we will go.” In consequence, even Cage’s newest work (Past: Two Souls) is crafted in a brand new engine — the identical one used to construct the Kara demo we noticed final March — meant to point out off the PlayStation three’s late-era graphical and processing chops. Sure, even with the subsequent PlayStation (codenamed “Orbis“) ready within the wings, his second-celebration Sony studio continues to be displaying off the ageing PS3’s prowess. Past: Two Souls is greater than only a showpiece, in fact, with Quantic Dream using actress Ellen Web page to movement efficiency-seize the sport’s major character, and the identical emphasis on storytelling the studio’s practiced beforehand. Nonetheless, Cage hopes for a future the place know-how is not one thing he and his studio want be involved with.
“I simply hope that we’ll actually see a know-how masking all of the wants of all of the studios, which suggests — identical to in cinema — it doesn’t matter what is the movie you make, there’s a know-how so you possibly can movie this. Whether or not you make an motion blockbuster, or a comedy, or a drama, you’ve got obtained the appropriate digital camera and all the proper know-how to do it. In video games it isn’t the identical but, and I want to see applied sciences coping with cameras the best way we do, coping with bouquet, coping with efficiency seize, with lighting, with all these things the best way we do. And when it occurs, we’ll cease creating tech and we’ll simply give attention to content material.”
Cage gave a chat at DICE 2013 titled, “The Peter Pan Syndrome: The Business That Refused to Develop Up,” which targeted on the evolution of video games and his notion that many present video games are little greater than derivations of earlier work. We have dropped the complete speak under, and picked up all of the DICE 2013 speeches proper right here.