Freedom comes with responsibility.

I play a lot of games. I love indie games.

Choices are a very important part of our lives.

I often say that buying 'Heavy Rain' is a political act.

I am afraid I am totally hermetic to social games in general.

'Heavy Rain' is a cousin of the 'Choose Your Own Adventure' books.

We called 'Heavy Rain' an interactive drama, for whatever that's worth.

If you ask me what genre 'Beyond' is, it's really difficult for me to answer.

I'm inspired by film-makers such as Ridley Scott, David Fincher, Orson Welles.

When you want some subtle emotions, you need some subtle vehicles for emotion.

People trying new ideas are a blessing for gamers and in the industry in general.

I broke pretty much every rule of classic game design and tried to invent new ones.

We want to satisfy our fans, but we want to surprise them, too. That's our challenge.

When I started crediting myself as writer and director, I saw that as a political act.

I'm not a frustrated movie director: I'm not making games because I can't make movies.

Technology is not going to be perceived by different classes of people in the same way.

I never write with constraints, which I don't know if it is a good thing or a bad thing.

Innovation is a big risk. It can also be a big reward - but a big punishment if you fail.

With 'Heavy Rain,' we're creating something that changes many traditional game paradigms.

Stories are emotional journey where we can project ourselves emotionally in another space.

With 'Detroit,' we realized that we wanted to create an experience that could be meaningful.

I disagree that injecting emotion into a game comes at the expense of the playing experience.

QTE is a very strange thing... it really depends on what you expect from your game experience.

I think it's a mistake to limit ourselves to a certain audience when we could reach everybody.

I love unusual games, games that dare to be different and that are not based on violent actions.

'Heavy Rain' was really close to a dark thriller, like 'Se7en.' 'Beyond' is different in terms of tone.

My goal with 'Beyond' is really to create a strong sense of empathy between the player and Jodie Holmes.

I've always felt that 'game over' is a state of failure more for the game designer than from the player.

If you played 'Heavy Rain,' there are very few cutscenes and very few moments where you don't have control.

Our goal is to develop our studio as a global, multifranchise company while remaining an independent studio.

Playing with light is something that is very important, especially when you want cinematography in your game.

I personally believe that more and more players think that 10 hours is the right kind of play time for a game.

Stop making the same games about shooting something and driving; try something else. There is a market for that.

I hope that there will be more and more games that will have something to say and become a little bit more meaningful.

Life is sometimes you're happy, sometimes you're sad, sometimes you're in love, sometimes you fight, and that's a life.

We believe that games are a legitimate medium, as legitimate as literature, to talk about very dark and serious things.

The thing is, the better the hardware, the more time we spend to improve the visuals to take advantage of the hardware.

I believe that interactive storytelling can be what cinema was in the 20th century: an art that deeply changes its time.

What we believe at Quantic Dream is that there is a space for adult games: meaningful experiences for a mature audience.

When you try to create something different, there is always a mix of enthusiasm and skepticism, and I think this is fair.

'Fahrenheit' was a very difficult product to sell to publishers initially because no-one believed in storytelling or emotion.

The concept of 'Heavy Rain' is to offer real-life situations with real characters. There are no supernatural elements in the story.

We want to keep developing original games in the genre we pioneered but also expand our audience by being present on all platforms.

I've been playing video games since I was 10 years old, and I think it's important to play games if you want to design them yourself.

Technology remains a tool: you can have the best tool in the world, but if you have nothing to say, it will remain an empty experience.

Photography was inspired by painting, cinema by theatre and photography, I don't believe that any new art form was ever created from scratch.

I wish that there were more games having the courage to talk about more subversive topics. Talking about politics, sexuality, human relationships.

'Papo & Yo' is an incredibly emotional experience. It shows that video games can talk about anything, even the most personal and sensitive matters.

Most games end up with quite caricature scripts because they are just here to serve the game-play mechanics but not to trigger any emotional response.

Each time you buy a used game, this is money that doesn't go into the pocket of the people that took the risk to create this, to finance it, to develop it.

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