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8. The interface (visual clues and keyboard strokes) of Deus Ex was lauded at E3 as one of the most intuitive, if not the most intuitive, at the show. What was involved in getting the interface to that stage?

WS: Geez, did people really say that? That's good to hear - many people on the team labored long and hard to make the interface as transparent as possible, and programmer Al Yarusso led the interface charge for us. He did a great job. We spent a lot of time working to make the interface more intuitive. I didn't want to fall into the same trap as System Shock where it took a long time to learn how to move around and do things. Most people gave up. I wanted to make sure normal human beings could play Deus Ex. Still, we're not close to satisfied with the interface, and I think people who thought it was cool at E3 will be really impressed when we ship! I hope so....

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