I love games like 'Flower,' for example - I thought this was amazing. It's great, it's new, it's different, and it's invented something that didn't exist before.

I love games like 'Flower,' for
I love games like 'Flower,' for
I love games like 'Flower,' for example - I thought this was amazing. It's great, it's new, it's different, and it's invented something that didn't exist before.
I love games like 'Flower,' for
I love games like 'Flower,' for example - I thought this was amazing. It's great, it's new, it's different, and it's invented something that didn't exist before.
I love games like 'Flower,' for
I love games like 'Flower,' for example - I thought this was amazing. It's great, it's new, it's different, and it's invented something that didn't exist before.
I love games like 'Flower,' for
I love games like 'Flower,' for example - I thought this was amazing. It's great, it's new, it's different, and it's invented something that didn't exist before.
I love games like 'Flower,' for
I love games like 'Flower,' for example - I thought this was amazing. It's great, it's new, it's different, and it's invented something that didn't exist before.
I love games like 'Flower,' for
I love games like 'Flower,' for
I love games like 'Flower,' for
I love games like 'Flower,' for
I love games like 'Flower,' for
I love games like 'Flower,' for

The quote by David Cage expresses his admiration for innovative and creative video games, specifically highlighting the game 'Flower'. Cage appreciates how the game presents a new experience, something different from traditional games. He values the ability of certain games to push boundaries and offer players something that hasn’t been seen before, giving rise to entirely new forms of interactive entertainment. His comment reflects the evolving nature of the gaming industry, where originality and creativity are increasingly recognized.

Cage emphasizes the importance of innovation in video games, noting that 'Flower' is an example of a game that doesn’t simply follow established conventions but rather creates something entirely fresh. This aligns with his own philosophy as a game designer, where storytelling and player immersion are key. Cage is known for his work on narrative-driven games, such as Heavy Rain and Detroit: Become Human, and his recognition of 'Flower' highlights his appreciation for games that explore artistic and emotional experiences, rather than just focusing on action or mechanics.

The origin of the quote comes from Cage’s perspective as a game designer and his deep involvement in the development of narrative and artistic video games. He often advocates for games as a form of art and believes in their potential to explore human emotion and meaning. By praising 'Flower', Cage highlights the importance of pushing the boundaries of what games can achieve, both artistically and interactively.

Cage’s words encourage the gaming industry to continue exploring new ideas and embracing creativity. His statement is a call for the development of games that are not just about entertainment, but also about innovation, offering experiences that can move beyond the familiar to create something entirely unique and impactful for players.

David Cage
David Cage

French - Designer Born: June 9, 1969

Have 5 Comment I love games like 'Flower,' for

VTVinh Tran

As a fan of both David Cage’s games and *Flower*, I find this quote really validating. But I wonder—how much does personal taste in games like this influence what developers create next? If industry veterans openly praise experimental titles, does that encourage others to follow suit? Or do most developers still feel trapped by the need to produce action-heavy, marketable experiences over more introspective or artistic ones?

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ATMinh Anh Tran

This quote got me thinking about how we define originality in the gaming space. Cage says *Flower* is 'new and different,' but is it enough to be aesthetically unique, or should gameplay innovation be the standard for what counts as groundbreaking? Sometimes a game feels new because of how it makes you feel, not just how it plays. Should emotional impact be considered a form of innovation in itself?

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KDGia Kiet Duong

I totally agree with Cage here. *Flower* was like nothing I had played before—peaceful, emotional, even meditative. It really challenges the idea of what a 'game' should be. But that raises a question: do we need a new category for experiences like this, or should we expand the definition of games to include more artful, experiential designs? How much room is there in the mainstream gaming world for titles that defy expectations?

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Nnguyenbaoanh

Cage’s praise for *Flower* makes me think about how rare it is for the industry to truly embrace games that deviate from the norm. Why is it that creativity like this often gets sidelined in favor of more commercially safe titles? Should major studios take more risks with unconventional games, or is there a responsibility to stick to what sells? It’s a tough balance between innovation and market expectations.

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THTran Thi Thanh Huyen

It’s inspiring to see someone like David Cage, known for pushing the boundaries of narrative in games, appreciating a title as minimalist and abstract as *Flower*. But I’m curious—what exactly does he mean by ‘invented something that didn’t exist before’? Is it the mechanics, the emotional experience, or the way the game tells a story without dialogue? I'd love a deeper discussion on what innovation really means in game design today.

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