From his talk at the DICE summit. There's much more at the link on Gamasautra:
Personally I do not agree with all of his points, but I do agree that the games industry need to diversify itself, both in terms of genre promotion/availability and appealing to different audiences by creating experiences that aren't necessarily tailored for one specific demographic (i.e. white adolescent males). Moreover, I also agree that the gaming media need to use their critical thinking much more and try to actually reflect on the experiences they are supposed to evaluate. Reviews affect consumer preferences and it to some extent influences which games are considered hallmarks of the medium, so I agree that reviewers should improve their critical assessment.
Personally I do not agree with all of his points, but I do agree that the games industry need to diversify itself, both in terms of genre promotion/availability and appealing to different audiences by creating experiences that aren't necessarily tailored for one specific demographic (i.e. white adolescent males). Moreover, I also agree that the gaming media need to use their critical thinking much more and try to actually reflect on the experiences they are supposed to evaluate. Reviews affect consumer preferences and it to some extent influences which games are considered hallmarks of the medium, so I agree that reviewers should improve their critical assessment.
1: Make games for all audiences. “I believe it's time for this industry to create content, interactive experiences, for an adult audience,” he reiteraged.
2: Change our paradigms. “We cannot keep doing the same games the same way and expect to expand our market,” Cage cautions. “We need to decide that violence is not the only way.”
“For most people out there, mastering a system is not something exciting, it's boring,” he says. They don't want to compete. It's fine when you're a kid, but not as fun as an adult. “I don't want to feel the strange experience of getting my ass kicked by a 10 year old,” he added, challenging the industry to start making games with no guns.
3: The importance of meaning. “When you think about it, you realize many games have absolutely nothing to say!” says Cage. “There's nothing against that, but that's a toy. Can we create games that have something to say? That have meaning?”
To do this, we need to let authors come in, he says. “Games today, most of the time -- not all, but most -- are written by programmers and graphic artists and the marketing team. We need to have authors really at the heart of the project.”
In addition, we should use all real-world themes. Most games take place in a world we can never enter, but Cage says we should focus more on human relationships. “We need to put games at the center of our society, the center of our life. Games can do that in a very unique way.”
4: Become accessible. “Let's focus on minds of the players, and not how fast they can move their thumbs!” he says. We need to think about the journey versus the challenge. Is a game a series of obstacles, or could it be just a journey? Just a moment that you spend?
5: Bring other talent on board. David Cage in his career has worked with David Bowie, and the actress Ellen Page, which he says brought new perspective to his games. “Working with these people has been an amazing experience,” he says. “They came to the game industry because that was something new to them.”
6: Establish new relationships with Hollywood. Relationships with Hollywood have traditionally been based on what Cage calls “a misunderstanding” for some time, largely through licensing. “I think the time has come for a meaningful constructive, balanced new partnership,” he says. “We can invent, together, a new form of entertainment.” They master linear art, and we master interactivity. We should bring them together.
7: Changing our relationship with censorship. “I see myself as a writer,” he says. “I try to write scripts talking about emotions, dialogues. Sometimes I use violence, and sometimes I use sex. And that's fine. But now I have somebody looking over my shoulder saying 'no, you have to change this. That's not possible.'”
8: The role of the press. “I think press has a very important role to play,” Cage says. [In the] press, we have on the one side, very clever people. They think about the industry, they analyze it, they try to see where it could go in the future. On the other side of the spectrum, you've got people giving scores. Just scores.”
“I don't think this is press,” Cage says. “Where is the analysis? Where's the thinking about this? Can anyone give his opinion and be respected as a critic? Being a critic is a job. It requires skills, it requires thought.” He here referenced the famous Cahiers Du Cinema, a film journal which helped influence the French New Wave of cinema, and changed movies significantly.
9: The importance of gamers. “I often think that buying or not buying a game is almost like a political vote,” Cage postulates. “You decide if you want the industry to go in this direction or not go in this direction. Buy crap, and you'll get more crap. Buy exciting, risky games, and you will get more of them. When you buy games, you vote for where you want the industry to go.”