
9. No matter how many times
you produce a game, something weird always happens. What's the craziest
printable story you can tell us about something that occurred during the
development of Deus Ex?
WS: Why, I don't know
what you're talking about. nothing crazy ever happens around here!...
10. Other than the game
you are working on, given free reign to do any game you wanted to do,
what would it be and why.
WS:
Well, I've got an idea for a multiplayer game that I can't seem to
set aside for too long without it screaming for attention. (Odd, really,
since I don't actually like the whole multiplayer scene much - I just
have this idea that I can't quite get out of my head ...)
Really,
though, the whole first-person, immersive thing is what gets my shorts
in a knot. Deus Ex is a little baby step forward from the other immersive
sims out there, and there are bigger steps to be taken. It's not like
I want to go off and make an entirely different kind of game and the guys
in suits won't let me. I just want to keep evolving the game genre I've
been working in for the last I don't know how many years. We've got to
figure out how to simulate a world deeply enough that unique and unpredictable
behavior starts occurring whenever and however you interact with the world.
We have to figure out how to create characters that "live,"
that people care about, that don't just say "Name ... Job ... Bye."
We have to reach a point where we can make you feel you're really somewhere
else - not just for a moment or two, as we do now, but for as long as
you play the game.
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