• GDC2017: Deus Ex Postmortem by Warren Spector
    15 replies, posted
[media]https://www.youtube.com/watch?v=tffX3VljTtI[/media] Deus Ex is definitely one of my top favorite games and it's awesome to hear about it from Spector in 2017
I've never uninstalled Deus Ex, probably gonna do my 9th or 10th playthrough soon.
[QUOTE=Flubbman;52126391]I've never uninstalled Deus Ex, probably gonna do my 9th or 10th playthrough soon.[/QUOTE] My friend has a rule that whenever someone mentions Deus Ex, he has to go do another playthrough. speaking of which, brb
"The AI was inconsistent in delivering the promise of human behavior" I respectfully disagree [media]https://youtu.be/_QS91TWaXZM[/media]
Whenever Mr Spector is mentioned I immediately flash back to this. [media]http://www.youtube.com/watch?v=d9q8oxkhnvI[/media]
[QUOTE=S31-Syntax;52126848]My friend has a rule that whenever someone mentions Deus Ex, he has to go do another playthrough. speaking of which, brb[/QUOTE] [t]https://steamuserimages-a.akamaihd.net/ugc/96098103170421755/BE45CD5319F536F2D6B64F2A20DF6F5A89F7F8CA/[/t] [t]http://i.imgur.com/hGlXt5d.png[/t] [t]http://i.imgur.com/USibBZv.png[/t] [B]terror[/B]
Watching this made me want to play the game again. What's the mod that people say is the "definitive" deus ex?
[QUOTE=PotatoArmada;52127910]Watching this made me want to play the game again. What's the mod that people say is the "definitive" deus ex?[/QUOTE] GMDX
[QUOTE=PotatoArmada;52127910]Watching this made me want to play the game again. What's the mod that people say is the "definitive" deus ex?[/QUOTE] Malkavian Mod
Immersion :)
I like his 6+2+1 design methodology, especially the +1 of "Do you have something to say?" To many AAA games are just surface level without delving into or exploring any serious themes or concepts, and sometimes when they do its sidelined or half-baked.
[QUOTE=LoneWolf_Recon;52129540] To many AAA games are just surface level without delving into or exploring any serious themes or concepts, and sometimes when they do its sidelined or half-baked.[/QUOTE] Actually, a lot of AAA games do that! ...But when too many people had a hand in the project, the pillars and vision.... they can blur and shift, that's why they feel half-baked, like you said. If you deconstruct any AAA game that is worth any salt, you will find it. Narrative-based indie games handle this department way, way better and consistently.
[QUOTE=Noob4life;52129623] Narrative-based indie games handle this department way, way better and consistently.[/QUOTE] Going to have to disagree with this. Most 'narrative' based indie games are entirely surface level. For most the narrative is simply overlaid on top of entirely unrelated gameplay or they remove gameplay to focus on a lacklustre story which says very little. There are some great games out there, and the indies that do it well can do it very well, but by and large most games both AAA and indie don't do a good job of integrating the story and the gameplay into each other.
[QUOTE=Janus Vesta;52129798]Going to have to disagree with this. Most 'narrative' based indie games are entirely surface level. For most the narrative is simply overlaid on top of entirely unrelated gameplay or they remove gameplay to focus on a lacklustre story which says very little. There are some great games out there, and the indies that do it well can do it very well, but by and large most games both AAA and indie don't do a good job of integrating the story and the gameplay into each other.[/QUOTE] You mean ludonarrative? Very few games do that well. When I make that opinion I simply meant just from the story standpoint. Oh what am I talking about. I've been very selective with my games lately and I only pick the best games within my interest so honestly I'm in no position to comment on the standards of games.
DX:HR and SOMA are the only games I can think of where the story is woven into gameplay mechanics In DX:HR you find out that all augs have to take neuroprozyne but you never have to take it and there's a reason for that. They also say that over time as you get familiar with your body, you will gain the use of augs(leveling up) or you can use praxis points to unlock them now. Also, I never questioned why I had all these cutting edge augs in me when I was just a security guard who only got his torso crushed and head shot but then it becomes clearer as the game goes on why that was done.
[QUOTE=Dr.C;52129891]DX:HR and SOMA are the only games I can think of where the story is woven into gameplay mechanics In DX:HR you find out that all augs have to take neuroprozyne but you never have to take it and there's a reason for that. They also say that over time as you get familiar with your body, you will gain the use of augs(leveling up) or you can use praxis points to unlock them now. Also, I never questioned why I had all these cutting edge augs in me when I was just a security guard who only got his torso crushed and head shot but then it becomes clearer as the game goes on why that was done.[/QUOTE] There's a couple examples that come to my mind, to a greater of lesser extent: Prototype's AoE-rich gameplay and the world full of morally grey-black characters make it so that growing into a devastating force of nature just comes natural to you gameplay-wise. Story-wise [sp]the protagonist turns out to be a superpower zombie virus. This violence is literally in his nature. Any glimpse of human morality comes from him mistakenly identifying with the memories of the first victim he consumed.[/sp] A good deal of Crysis 2's story revolves around how you're nothing, the suit is everything. In regular gameplay running out of suit energy makes you extremely vulnerable. The only thing that still gives you a sense of empowerment at that point is another machine: whatever gun you're currently holding. In the Prince of Persia reboot, you can't fall to your death because it'll always trigger an animation of your magic companion NPC fishing you out of the air, and a good chunk of the game is about you bonding with that NPC. As the prelude to a boss fight, the NPC gets captured and the boss proceeds to taunt you at the top of a tower with a red herring puzzle. What you actually need to do is take a literal leap of faith off the tower, trigger the saving animation of your NPC, and reunite with them that way.
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