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E3
I'm finally recovering from E3. (Travelling
sucks, but it was good to see a bunch of friends.)
We spent a lot of our time showing off Deus
Ex PS2. I also sat on a panel with Ken Levine
and Rob Fermier, talking about New Opportunities
in Storytelling. (Another of the proposed panel
members dropped out and our moderator didn't show
up until halfway through the talk, but Ken, Rob
and I just ran with it and had lots of fun.) I finally
got to meet (the tall, cool) Dave
Perry, if only briefly.
Interesting games I saw at the show:
Republic
This is the most ambitious game I've ever seen.
It's a strategic simulation that allows the player
to use various stylistic approaches to siezing power.
I met Demis and Joe from the Elixir team--both cool,
smart guys. I cannot wait for them to finish the
game. The Republic demo implies incredible depth
and freedom of expression.
Rubu Tribe
RT is a really gorgeous looking console game with
some cool environment and ecology manipulation implications.
Startopia
I love games like this--imagine running a space
station. From my perspective, the biodeck looked
like the coolest aspect of the game.
Interesting things that happened:
Two cool Russian journalists (who are super fluent
with all things DX) gave us 2 awesome, handmade
awards from Game
EXE magazine.
The Academy of Interactive Arts and Science delivered
the awards for Design Innovation and Action/Adventure
Game of the Year. Clearly, they have the sexiest
award--two furled metal wings enfolding a crystal
sphere.
At the restaurant McCormick
and Schmick, our waiter overheard us say, "...the
industry" and assumed that Warren was a film
producer bigwig. After that, the waiter was drooling
and dropping all these little hints, like, "I'm
an actor! Want to see my headshot photos?
I was in an episode of Star Trek once!" It
was amusing. Ah, LA.
Elijah Wood (from the
Lord of the Rings movie) came by the Eidos booth.
I was busy at the time--Warren and I were taking
possession of our AIAS awards--so I did not get
the chance to see if "Frodo" was carrying
The Ring. (If he had been, I'd have been forced
to take it...)
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As an aside, let me just thank Joss Whedon (and
the cast) for 5 great years of Buffy
the Vampire Slayer. It's hard enough to
create something good (and get it in front of other
people), but to sustain the quality of that show
for that long is just miraculous. Great ending to
the series--very touching. (I'd love to think that,
reciprocally, someone involved with the show plays
computer games and liked Deus Ex. Wishful thinking,
I'm sure.)
Harvey Smith
ION Storm Austin
Director, Deus Ex 2
Lead Designer, Deus Ex
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DX2
As Lead Designer of Deus Ex 1 and Project Director
of Deus Ex 2, I feel compelled to share some timely
information with the members of the DX community.
I feel like I know the "DX2 Plan" fairly well, having
been one of the people involved in creating it.
I also know the team-a very smart, passionate group
that I've helped to staff, made up of developers
from ION, Looking Glass, Origin and Digital Anvil.
We're super-diehard fans of both PC and console
games. Let me clarify our goals:
We want to make DX2 better than DX1 in every possible
way. Along with the team, I spend a lot of time
working on the design doc and helping shape the
game-I can tell you with confidence that DX2 is
very much the follow-up to Deus Ex. DX2 is an immersive
sim-part role-playing, part stealth, part action.
The keys to the game are exploration of an atmospheric
environment and providing the player with a lot
of freedom (through the powerful simulation, self-expression
and by providing multiple approaches to problem-solving,
just like with DX1).
We want DX2 to ship on multiple platforms. (Just
like DX1, for which we supported PC, Mac and PS2.)
Right now our plans (budget and schedules) involve
simultaneously shipping versions of the game for
the PC and a specific console. Later, we'll probably
try to support other platforms-it's a way to get
the game to as many players as possible and to keep
the company strong. We feel like we can bring our
experience to the console world. We want to make
smart games without compromising our creative goals.
We take game creation very seriously and we want
DX2 to be a powerful experience.
That sums it up. If you liked DX1, trust us to do
the right thing. Thanks for caring enough about
games to read this far. (Here-take this cookie…)
If you're interested in gathering more info, I would
point you to messages by Warren Spector (Executive
Producer and ION visionary) and Randy Smith (Project
Director of Thief III).
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