An interview with people from the Deus Ex 2 team can be found at ActionTrip. Here's an excerpt:
AT: It is said that, in the sequel, players will get to explore the game world even more so than in the original. Can you give us a few gameplay examples of this?
Dane Caruthers, QA Test Lead: One of the biggest draws about the original Deus Ex was the freedom that the player was given to find their own path through the game. Exploration played a large part of that, and the player was generally rewarded for exploring, either through resource rewards, background story info, or interesting interactions with NPCs. Often while exploring, the player would find a way through an area that the designers hadn't actually thought of. A good example of that in Deus Ex would be that after sending the NSF signal in NY, the fastest way to escape the angry troops inside the building was to turn on your speed augmentation, put on some armor, and simply jump off the roof and hope your legs didn't break. They're all in favor of this sort of approach, and it's part of the base philosophy of the studio. The descriptive phrase for this is 'emergent gameplay', which at a very low level means simply giving the player a variety of tools to work with and then seeing what they do with them in a reactive environment. |