Deus Ex: Human Revolution - Interview @ Gamasutra
Deus Ex 3 director Jean-Francois Dugas and producer David Anfossi have spoken with Gamasutra about the challenges in making this type of game:
A lot of first-person games have become more directed and scripted, more about spectacle, in the last several years. Games in the Deus Ex style are not very common these days. What kind of experience have your designers had? Did it seem like they had to readjust their level design mentality for this?
JFD: A little bit. A lot of games we worked on in the past, and for a lot of other developers too, you're used to thinking that every single bit that you build, players need to see, because it's so expensive to be making a game. I will spend three months on something, but if a player doesn't see it -- "Oh my God, we cannot do that. We can't afford this."
But Deus Ex is all about the things you might miss. At first, to be honest, it was hard to convince the team and say, "Yeah, you're building this," because they'd say, "Yeah, but the player might not see it." It's not about that.
What it's about is the consequence of choice, letting them play the fantasy the way they want, letting them explore the maps and find creative ways to achieve their objectives.
This is the heart of the experience. At some point, everybody got on board with it, but at first it was tough to get all the people on properly, because they are not used to making that kind of game.
As for the more, like you said, spectacular aspects, I think by making great systems, like cool augmentations to use and having great enemies, it's going to give you those "wow" moments that make you think, "Oh my God -- this just worked into that, and it was really awesome," while keeping the spirit of multiple pathways and solutions alive. We're trying to balance it out -- keeping what Deus Ex is and bringing in a new generation of gamers.
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