Personally I find there is just as much if not more creativity among game makers as there is among feature filmmakers.
I don't know how video game narrative works.
Game development combines all this disparate art stuff I'd been doing into one single thing that I could use to say very specific stuff.
My reaction to 3D is subtly. Things don't come out at you, but rather you - The audience come into the film.
You can even express movies and poetry using video games. For those reasons, I've decided to create stories through video games.
We're not going to just duplicate 'Heavy Rain,' because we are passionate about innovation and discovery, so we're trying to discover new ground and see how we can move from 'Heavy Rain' and create something even more immersive.
All the new media will inevitably change the look, function, and maybe even the purpose of comics, but comics are vibrant and versatile, so I think they'll continue to find relevance one way or another. But they definitely won't be the same as what I grew up with.
I have never made a game that wasn't explicitly about empowering players to tell their own story.
On 'Heavy Rain,' the game started with something that happened to me when I lost my son, my six-year-old boy, in a mall. I was so scared. I was curious to see if I could create that impression, that fear, in a game, an interactive experience.
You don't get 'The Unfinished Swan' or 'Shadow of the Colossus' or even Telltale's 'Walking Dead' until you've sat through the long, linear infodumps of something like 'Metal Gear Solid'.
Getting the player emotionally involved is the holy grail. We try to make players forget they're playing a game. We want them to live the experience and suspend disbelief.
There are plans for a Wii port of 'Gray Matter,' and I hope it happens.
The film itself should interact with the audience. In the case of 'Queen of Katwe', people are laughing, sobbing and dancing. I am taking them on a ride... It is not like I am asking them for handouts.
The right way to enjoy 'Heavy Rain' is really to make one thing because it's going to be your story. It's going to be unique to you. It's really the story you decided to write.
I think I was brought up with games and I don't think that they're just Pac-Man or Space Invaders. I think we've moved on, I think that there are stories being told and worlds being explored.
The thing I always guard against when I'm talking to people I'm working with about a script is that there's a thing I don't like and it's called "talk story." It's when you're talking about the story; the characters are tasked with talking about the story instead of allowing the audience to experience the story.
As a filmmaker, I believe in trying to make movies that invite the audience to be part of the film; in other words, there are some films where I'm just a spectator and am simply observing from the front seat. What I try to do is draw the audience into the film and have them participate in what's happening onscreen.
I used to think about video games, "This is clearly an amazing, new narrative medium, and it's going to be mind-blowing when people get to grips with what's possible within this medium." It took us a century to get really good at film. Video games are at a much earlier stage.
You turn the computer into the storyteller and the player into the audience, like in the old days when the storyteller would actually respond to the audience, rather than just having the audience respond to the storyteller. I had an enormous amount of fun, actually, working on that.
The essence of a role-playing game is that it is a group, cooperative experience.
Games are not about being told things. If you want to tell people things, write a book or make a movie. Games are dialogues - and dialogue requires both parties to take the floor once in a while
I'm a big 'Goosebumps' fan - 'Revenge of the Lawn Gnomes.' My favorites are the pick-your-own-death ones.
The majority of my work in games, outside of 'Depression Quest,' has been experimental pushes into comedy games. I think there are a lot of intersections there.
'Guild Wars 2' is a wider world in that we have a lot of different mechanics available for storytelling. We have our personal story, the story of you, which is tailored for your character. You answer some basic questions; you make some decisions early on, and that follows through.
I wouldn't classify television as "cool," because to me anything that involves the reader's consciousness to drive and carry a story is an "active" medium, and anything that sort of just pours into the eyeballs and ears is the opposite.