text (short) Ihr fragt euch wer dieser nette Herr dort links auf dem Bild ist? Nun, dass ist Warren Spector, der Chefentwickler von Deus Ex 2, dem genialen Schleichshooter.
Nachdem es ja einige Zeit recht still um das Spiel war, äußert sich Warren jetzt in einem Interview zu allen wichtigen Fragen.
Fans des Vorgängers sollten unbedingt mal vorbeisehen, unter show more gibt es schon mal einen Auszug.
text (long)
quote: GameSpy: Did you achieve what you were striving for in the first Deus Ex? What was that?
Spector: Hell no we didn't achieve what we were striving for on Deus Ex. What you do is you aim for the moon so you end up hitting Hawaii or something. If you aim for Hawaii you end up in Keokuk, Iowa or something, you know? (Now I've offended every gamer in Keokuk, Iowa, but...) We had a lot of big ideas... you see which ones are working and which ones aren't, and you kind of focus on the ones that are. The fact that we hard-coded as much as we did was, I thought... sad.
We wanted a deep simulation of many small environments (on Deus Ex) and ended up with fairly large areas that were not very deeply simulated, and the designers as a result had to sort of make up three puzzles. I mean, if you want to look at Deus Ex as a stealth puzzle, a combat puzzle, and a conversational or role-playing puzzle. That's a little bit of an overstatement -- there were some wonderful simulated moments -- but the reality was that the moments where the simulation really worked were the moments that I think are the most powerful and point us toward a future.
There were other things; we had a particular idea in mind of how conversations were going to work, and it didn't quite work out that way. We didn't want you to have to kill anybody in the game at all -- we wanted no forced failure. We had a couple forced failures... Harvey said one, I actually thought there were three characters you had to kill to get through the game. Um... |
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