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Beyond: Two Souls lead says sequels kill creativity

News
By Connor Sheridan published 10 January 2013

He hopes to create experiences players didn't know they wanted

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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."

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  • Hideo Kojima waving near a Sam Porter Bridges statue Death Stranding's Hideo Kojima wants to "pioneer a new genre," not "focus much on existing ones"
  • Ellie and Joel during The Last of Us The Last of Us director left Naughty Dog after the studio fell into a "paradigm" of how to make a specific type of game

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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Connor Sheridan
Connor Sheridan
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Former GamesRadar+ News Writer

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 was formerly a staff writer at GamesRadar+.

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