<p>Over the past year or so&comma; there has been heavy speculation on the release of the next generation of console gaming&period; With headlines in the gaming world claiming to have the secrets behind Microsoft’s Xbox 720 and Sony’s Playstation 4&comma; it almost seems inevitable that either company has a little something up their sleeve&period; As the days encroach on the E3 2012 trade show&comma; gamers are hopeful that each company will unveil their next foray into console gaming&comma; despite the constant denial of frequent rumors&period; Even if this unlikely event were to occur&comma; though&comma; David Cage&comma; founder of development company Quantic Dream&comma; feels they would be entirely too premature&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>In an interview with the European video game development magazine and website&comma; Develop&comma; Cage admitted that&comma; while typically labeled as being too big to fit into consoles&comma; his ideas are not limited by the technology of the current generation&period; After attesting to feeling that the Playstation 3’s technology could effectively last for another five years&comma; Cage states&comma; &OpenCurlyDoubleQuote;I think the main challenges are on the creative side than on the technical side&period;”<&sol;p>&NewLine;<p>Having headlined the 2005 cult classic Indigo Prophecy&comma; Cage earned his ability to down talk the need for new&comma; fancy technology following the success of the content driven adventure title&period; Relying on quick time events and a heavy story&comma; Indigo Prophecy achieved success without having to fall back on graphic-heavy environments and scenarios&period; In fact&comma; even for a Playstation 2 &sol; Xbox title&comma; Indigo Prophecy was not a pretty game to play&period;<&sol;p>&NewLine;<p>There is also something to be said for the technology that these companies have released&comma; but did very little with&period; In 2010&comma; the gaming industry welcomed the Playstation Move and Microsoft’s Kinect&comma; two motion adaptors for the Playstation 3 and Xbox 360&comma; respectively&period; Since their launch nearly 2 years ago&comma; these attachments have done nothing but act as add-on gimmicks to titles like Mass Effect 3 and Killzone 3&semi; and as each motion-based game is released&comma; the sad truth is that these technologies will never reach their full potential&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>So&comma; is Cage right&quest; Do developers rely too heavily on technology when putting their ideas into motion&quest; Recently&comma; it seems all the big releases have been focused on fitting as much as possible on screen while experiencing the lowest slow down rate&period; Games like Dead Rising 2 boast the ability to fill the screen with thousands of zombies which&comma; in the long run&comma; really only causes many to stray from the actual meat of the game&period; With Quantic Dream’s Heavy Rain and Indigo Prophecy&comma; there was little else to do save for push through the interactive story&comma; a concept that newer technology will only push to the background&period;<&sol;p>&NewLine;<p>Cage threw in one anecdote that many developers should start to consider&comma; lest we continue on assuming technology is key to a successful title&colon; &OpenCurlyDoubleQuote;The limitation is much more about the ideas we have&period; When you look at the past&comma; you realized that the technology evolved must faster than the concepts we rely on&period;”<&sol;p>&NewLine;&NewLine;<div class&equals;"essb&lowbar;links essb&lowbar;counter&lowbar;modern&lowbar;right essb&lowbar;displayed&lowbar;bottom essb&lowbar;share essb&lowbar;template&lowbar;default4-retina essb&lowbar;130789936 print-no" id&equals;"essb&lowbar;displayed&lowbar;bottom&lowbar;130789936" data-essb-postid&equals;"2269" data-essb-position&equals;"bottom" data-essb-button-style&equals;"button" data-essb-template&equals;"default4-retina" data-essb-counter-pos&equals;"right" data-essb-url&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;2269&sol;is-it-too-soon-for-the-next-generation&sol;" data-essb-fullurl&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;2269&sol;is-it-too-soon-for-the-next-generation&sol;" data-essb-instance&equals;"130789936"><ul class&equals;"essb&lowbar;links&lowbar;list"><li class&equals;"essb&lowbar;item essb&lowbar;link&lowbar;facebook nolightbox essb&lowbar;link&lowbar;svg&lowbar;icon"> <a href&equals;"https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F2269&percnt;2Fis-it-too-soon-for-the-next-generation&percnt;2F&t&equals;Is&plus;It&plus;Too&plus;Soon&plus;For&plus;the&plus;Next&plus;Generation&percnt;3F" title&equals;"Share on Share" onclick&equals;"essb&period;window&lpar;&&num;39&semi;https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F2269&percnt;2Fis-it-too-soon-for-the-next-generation&percnt;2F&t&equals;Is&plus;It&plus;Too&plus;Soon&plus;For&plus;the&plus;Next&plus;Generation&percnt;3F&&num;39&semi;&comma;&&num;39&semi;facebook&&num;39&semi;&comma;&&num;39&semi;130789936&&num;39&semi;&rpar;&semi; 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I've been apart of the gaming community since my introduction to Metal Gear Solid in 1998. Mixing my love for gaming and the paranormal, I created the persona The Gamer's Ghost - a gamer from the afterlife with an affinity for horror. I can be found on Xbox LIVE and the Playstation Network on Uncharted 3 and Gears of War servers - and I am probably the only person left on the Ghostbusters: The Video Game servers.
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