''Realism in games is a tricky concept to work with, because what most of us really want is unrealism. We're hardly going to play a game that simulates going out for a steak and cheese Subway and a stroll along the riverfront when we could do the real thing and actually get some benefit from it. The most dramatic thing likely to happen is that we get glared at by a Big Issue seller.
And for Quantic Dream, that's they key concept – drama. Okay, maybe not the homeless indignation variety, but when you have a good story, laced with the kind of sticky situations that most of us would steer well clear of, you don't need to be packing nine types of gun and Kevlar underpants, or so the Fahrenheit/Indigo Prophecy developer reckons. If anything, those things just get in the way of what we really want to do, which is to say, what we really would do when face-to-face with real life drama.
But going against all conventional wisdom and expectations can't be easy, not least from a developmental point of view. If you're going to change the way people play and think about your game, you need to offer something that nobody else has done before. For PS3 exclusive Heavy Rain, that something is a story that you shape and change within the game's overall framework. A bit like real-time physics, but for events, every action has a consequence and a potential series of knock-on effects designed to make you feel in the middle of a genuinely unfolding story – not just in the 'if you attack the Orc, go to page 73' sense.''