A stealth and action RPG in the Deus Ex series.
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Gcreator of Game Maker's Toolkit testCan We Make Talking as Much Fun as Shooting?Deus Ex: Human Revolution shows how design can undercut player choice. Boss fights forced combat on non-lethal builds until the Director's Cut redesigned them, and saving the pilot Faridah became a timed skill test, not a moral choice. It did well to change the story, not end the game, when players dawdled before the helicopter mission. Lesson: never make a player's preferred style impossible.
Promising 'play it your way' means every style needs a route.
From Mark Brown on Deus Ex: Human Revolution
Forced boss combat broke the game's promise to play non-lethally. The original boss battles made players fight even on stealth or non-lethal builds, and the Director's Cut completely redesigned the bosses.
Mark Brown's lesson is that promising 'play it your way' and then removing a style makes players feel betrayed, so every style needs a valid, enjoyable route through each level and the game should be tested in every style to find brick walls. Quote: "until the boss battles which force you to fight".
The Social Enhancer reads a character's personality to make persuasion manageable. This augmentation shows each person's personality and the best approach, for example telling you the guilty cop Wayne will react angrily to talk of the kid who died.
It makes the interplay of conversation options exciting, but handing over the information skips the fun of working it out yourself: "Wouldn't it be more fun if we could learn this stuff ourselves?" Brown imagines an alternative where you break into Wayne's house, find his empty pill bottle and letters about a zero-tolerance drug policy, and use that evidence mid-negotiation, as LA Noire does with clues.
Missing the hostage deadline changes the story rather than triggering a game over. If Jensen waits too long before the helicopter mission, most hostages are killed and his relationships with other characters shift slightly, but the game continues.
Time limits can carry real weight when the cost is missed content or a changed story. Quote: "the punishment for not getting there in time is simply a change in the story to reflect your inaction".
Saving pilot Faridah is a skill test, so the kinder outcome costs effort. Faridah survives only if you beat a group of enemies in record time, turning her fate into a test of skill rather than an explicit moral choice.
With invisible choices the options need not be equal, so players weigh effort against morality and may take the easy path because the better one is too hard. Quote: "you need to put in effort if you want the better outcome."
Its original boss fights forced combat even on non-lethal builds, and the Director's Cut completely redesigned the bosses.
Forced boss combat broke the game's promise to play non-lethally. The original boss battles made players fight even on stealth or non-lethal builds, and the Director's Cut completely redesigned the bosses.
Mark Brown's lesson is that promising 'play it your way' and then removing a style makes players feel betrayed, so every style needs a valid, enjoyable route through each level and the game should be tested in every style to find brick walls. Quote: "until the boss battles which force you to fight".
Pilot Faridah survives only if you beat a group of enemies in record time, making her fate a skill test rather than a moral choice.
Saving pilot Faridah is a skill test, so the kinder outcome costs effort. Faridah survives only if you beat a group of enemies in record time, turning her fate into a test of skill rather than an explicit moral choice.
With invisible choices the options need not be equal, so players weigh effort against morality and may take the easy path because the better one is too hard. Quote: "you need to put in effort if you want the better outcome."
If you wait too long before the helicopter mission, most hostages are killed and relationships shift slightly. The story changes instead of ending the game.
Missing the hostage deadline changes the story rather than triggering a game over. If Jensen waits too long before the helicopter mission, most hostages are killed and his relationships with other characters shift slightly, but the game continues.
Time limits can carry real weight when the cost is missed content or a changed story. Quote: "the punishment for not getting there in time is simply a change in the story to reflect your inaction".
The Social Enhancer augmentation shows each person's personality and the best approach, such as a guilty man like Wayne reacting with anger. That makes persuasion easier but skips the fun of learning it yourself.
The Social Enhancer reads a character's personality to make persuasion manageable. This augmentation shows each person's personality and the best approach, for example telling you the guilty cop Wayne will react angrily to talk of the kid who died.
It makes the interplay of conversation options exciting, but handing over the information skips the fun of working it out yourself: "Wouldn't it be more fun if we could learn this stuff ourselves?" Brown imagines an alternative where you break into Wayne's house, find his empty pill bottle and letters about a zero-tolerance drug policy, and use that evidence mid-negotiation, as LA Noire does with clues.
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