David Cage, who heads the prestigious creative Quantic Dream, has talked with the official PlayStation British magazine to make clear its position on the narrative possibilities of the current Old School RS Gold games."There are many challenges in the mix of narrative and interactive elements, and finding the right balance is definitely hard," said Cage. "For me, the main challenge is to tell the story through interactivity rather than through cutscenes.'s The player, through his actions, which must make the story move forward. Sometimes I wonder see that some first-person shooters have longer and longer cinematic powered games like Heavy Rain history "."The main challenge faced is that games are based on repetitive mechanical, the main character only has access to a limited set of actions - shoot, jump, run, duck ... It's almost impossible to tell a story worth a hero who can just run and shoot. Here the story is told through cut scenes where the hero can talk and interact in other ways, and the only way to create the movement of history. The script also has to justify the Hero moves from one level to another, faces hundreds of enemies, kill them all and finally reaches its ultimate goal - saving the world / save the princess / kill the villain, "he said."To tell a good story, the games have to offer a different way of interacting that is not limited by the number of buttons on the controller," he said. "If many developers have the desire to incorporate an article on his experience, some of them are willing to reassess the basic mechanisms used, which are often based solely on violence. To tell a story, we have to redefine what which means interaction and invent new ways to play. This is certainly very difficult but also exciting: for example I explore the way of `contextual actions' which allows an infinite number of age of Wushu Goldinteractions with a single interface. Compared to Heavy Rain, Beyond offer a new iteration which I think is very promising because it is better integrated and more intuitive. "