Moderators: SecondTalon, Moderators General, Prelates
Xeio wrote:You know, I liked Invisible War... granted it's the only Deus Ex game I've played, not sure why it gets so much hate.
Chuff wrote:I write most of my letters from the bottom
psion wrote: more or less recreating Deus Ex with modern technology and production.
Xeio wrote:You know, I liked Invisible War... granted it's the only Deus Ex game I've played, not sure why it gets so much hate.
psion wrote:That trailer is possibly the best I've seen of any game.
Goldstein wrote:Given that Square Enix have a hand in it, that five-minute video may well be the gameplay.
Jahoclave wrote:Besides if you observe romance, you change the outcome. Especially if you put his/her cat in a box.
Menacing Spike wrote:Was it the copper hammer or the children part that caused censoring?
Tangent about Games Made Decades Ago That Have Not Been Topped Or Even Attempted To Clone :nowfocus wrote:I'm very excited for this.
I just started playing the original and...and I just don't understand video game design anymore.
This game came out 10 years ago, and they nailed the design in a way that games today just don't match.
Why are all the levels still so linear? Why don't I have to make any major choices real character choices in RPGs beyond Sword/Magic/Bow? Why does my character rarely make plot decisions, and when I do I have to do it when the game explicitly want me to? Why do games feel the need for all decisions to have a 'right' and 'wrong' answer? Why are my decisions being rated on some one dimensional morality scale? Why is there only one solution to problems the game throws at me?
Sorry for the rant not directly related to the game. Looking at the gaming industry today, I'm just shocked that Deus Ex existed 10 years ago. Why aren't games today more like this?
Its even more amazing that someone looked at Deus Ex, decided to make a sequel, and thought "This would be better if we simplified the decisions players have to make"
Xeio wrote:You know, I liked Invisible War... granted it's the only Deus Ex game I've played, not sure why it gets so much hate.
Jahoclave wrote:Besides if you observe romance, you change the outcome. Especially if you put his/her cat in a box.
Menacing Spike wrote:Was it the copper hammer or the children part that caused censoring?
infernovia wrote:Deus Ex does what you are saying nowfocus, except implements it for hundreds of situations. How you handle such things is through flags that get set whenever the player does a certain action, and the programmer then has to account for all those flags. I don't think this is easy though I have not built games that are more complex than a 1980's one.
infernovia wrote:Deus Ex does what you are saying nowfocus, except implements it for hundreds of situations. How you handle such things is through flags that get set whenever the player does a certain action, and the programmer then has to account for all those flags. I don't think this is easy though I have not built games that are more complex than a 1980's one.
Jahoclave wrote:Besides if you observe romance, you change the outcome. Especially if you put his/her cat in a box.
Menacing Spike wrote:Was it the copper hammer or the children part that caused censoring?
nowfocus wrote:I mean...is it that much harder? I don't work in the games industry, and I've never programmed a game, but with modern gaming budgets it seems like a lot of this stuff could be done rather easily.
Yakk wrote:Computer Science is to Programming as Materials Physics is to Structural Engineering.
_Axle_ wrote:About Deus Ex itself, according to Wiki :
"Warren Spector and Harvey Smith, the creative directors behind the first two games, are not attached to the project."
That is a big factor of how good the game might be, in how true it is to the original.
_Axle_ wrote: As well, all dialogue and flags are memory footprints.
psion wrote:_Axle_ wrote:About Deus Ex itself, according to Wiki :
"Warren Spector and Harvey Smith, the creative directors behind the first two games, are not attached to the project."
That is a big factor of how good the game might be, in how true it is to the original.
Not really. Like I said, Human Revolution seems to be copying the first game without adding much. If the creative directors were making Human Revolution, I think we could safely expect the next step in Deus Ex. I think Human Revolution is going to be true to the original in a sense that it basically copies it and doesn't provide that next step. Not that that's a bad thing at this point, though.
Menacing Spike wrote:infernovia wrote:Deus Ex does what you are saying nowfocus, except implements it for hundreds of situations. How you handle such things is through flags that get set whenever the player does a certain action, and the programmer then has to account for all those flags. I don't think this is easy though I have not built games that are more complex than a 1980's one.
That's probably just a few "if(flag)" there and there, and a certain number of flag++. I don't see the difficulty.
infernovia wrote:Edit: I want to emphasize that the problem isn't in the storage of flags themselves. The problem is how you would account for it. Like I said, there is no excuse, game developers should have had this since 1990s. The tradition came to full bloom with Deus Ex, so now we just need the fans of the original to create something amazing.
Jahoclave wrote:Besides if you observe romance, you change the outcome. Especially if you put his/her cat in a box.
Menacing Spike wrote:Was it the copper hammer or the children part that caused censoring?
nowfocus wrote:Very cool site, but I'm a bit worried that there doesn't seem to be choices in augmentation. They only really have one listed per body part.
On the other hand, the trailer shows swords and guns embedded in the arms of the main character, so hopefully the RPG element is alive and well.
Uber_Apple wrote:this trailer
SexyTalon wrote:*swoons* I love you, all powerful pseudoidiot!
ShootTheChicken wrote:I can't stop thinking about pseudoidiot's penis.
All Shadow priest spells that deal Fire damage now appear green.
Big freaky cereal boxes of death.
WarDaft wrote:Having the story line increasingly branching only increases costs up to a point... after that point, it's a better use of your resources to model the game as a whole something like a game of chess between two AIs, where the player is a piece and their performance determines the outcome of the players' AI's moves involving the player. If the AIs always play the game with the same seed, then the player performing the same will have the same results in the overall game.