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Deus Ex

A first-person immersive sim with open-ended levels.

5 sources6 tips

Where Deus Ex comes up5 episodes and tests

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit testHow To Combine Video Game GenresGcreator of Game Maker's Toolkit testThe Power of Invisible ChoicesGcreator of Game Maker's Toolkit testThe Five Types of Stealth Game Gadget - School of Stealth Part 2Gcreator of Game Maker's Toolkit testThe Genius of Prey's Gloo Cannon
In short

Deus Ex let players beat goals by shooting, sneaking, talking or hacking, and its shooter, RPG and stealth parts each paled next to Half-Life, Baldur's Gate and Thief. Spector said it would be doomed if judged by one genre. Lesson: sell the freedom to choose a play style, track small actions to respond to players, and cap powerful tools, like its tracking limit.

At a glanceDeus Ex let players solve each objective their own way
  1. 1Face one objectiveLevels are open playspaces
  2. 2Pick a play styleShooter, stealth, conversation, or RPG skills
  3. 3Take any routeMany routes and solutions exist
  4. 4Win by clevernessGame reflects the player's creativity

From Warren Spector on Deus Ex design

What was said about Deus Ex

1Shoot, sneak, talk or hack: one goal, many play styles

  • Build levels as open playspaces so players win through their own cleverness. Deus Ex lets players tackle each objective as a shooter, a stealth game, a conversation-driven adventure, or an RPG using skills like lock picking and hacking. Levels have many routes and solutions.

    Warren Spector said the aim was for the game to reflect the player's creativity, not the developers': "the game had to be about how clever and creative players were."

  • Letting players choose skills from several genres buys agency and replay value. Deus Ex is the standard example of combining genres through play style, one of three approaches alongside handing off between genres and blending them.

    Persona hands off between dungeon crawling and life sim for pacing, and Portal blends first-person aiming with puzzles, while Deus Ex lets the player pick which genre's tools to use.

  • A multi-style game must sell the value of choice, not each part. Taken one by one, Deus Ex's shooting, RPG and stealth parts pale next to Half-Life, Baldur's Gate and Thief. Warren Spector said it would be doomed "if we get judged on the basis of any individual genre."

    Marketing and in-game messaging need to explain the advantage of player choice so the parts are not compared to games that do one thing brilliantly.

2Smaller systems that make the world react

  • Track small actions so the game can react to them. Deus Ex scolds JC Denton for walking into the women's bathroom, showing players that even minor behavior is noticed.

    It is cited with Hades, Shadow of War and Mass Effect 2 as games that build a detailed record of what the player does beyond a few big decision points.

  • Cap information tools so they give an edge without omnipotence. Deus Ex limits how many enemies the player can tag and track at once.

    Similar limits include The Last of Us showing enemies through walls only when they make noise, and Ghost Recon Wildlands' UAV with limited battery and range.

  • Players turn tools into movement tricks the designers never planned. Deus Ex players climbed walls by sticking LAM mines to them and hopping up.

    Prey's Gloo Cannon climbing is described as a more intentional version of the same idea.

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