Article 5T5CQ War Stories: How Deus Ex was almost too complex for its own good

War Stories: How Deus Ex was almost too complex for its own good

by
Lee Hutchinson
from Ars Technica - All content on (#5T5CQ)

Directed by James Herron, edited by Sean Dacanay. Click here for transcript. (video link)

Coming in under the wire here is our last video for 2021-and we tried to make it a fun one. If you play games, chances are you've played something that Warren Spector was involved in creating-with stints at Origin, Ion Storm, and Disney, he helped design and/or produce a whole giant pile of famous titles, including Wing Commander, various Ultimas, System Shock, and the title we're focusing on today: the original Deus Ex.

But even for someone with Warren's pedigree, and with an amazing and talented design team backing him up, Deus Ex was a challenge to pull off. The idea was to produce a game that enabled the player to approach things in whatever way the player wanted. If you're playing a shooter like Doom and you run into a difficult section that you can't get through, there often isn't an alternate path that involves not shooting; similarly, if you're playing a sneaker like Thief and you run into a difficult section of a heist where you keep getting detected, you can't just pull out your sword and start whacking things. (Well, you can, but you'll quickly wind up dead.) Frustrated by the gameplay linearity of most genres, Warren wanted to do things a different way and make a game where all play-styles were valid.

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