Government conspiracies played a massive part in the original Deus Ex. The game was written at the height of X-Files mania and the use of such geek paranoia favourites as Area 51, the Illuminati and Majestic 12 gave it a real millennial grit. But Spector feels the world has moved on and that Deus Ex must move on too. "The conspiracy stuff was fun and interesting but I think we're going to see it become a somewhat less important part of the universe as time goes on. We want to focus on gameplay and a believable world... I think the conspiracy stuff is kind of a trick to suck people in. The X-Files is petering out now - I'm not sure that conspiracy themes are quite as hot now as they were as we approached the millennium. We think the strength of Deus Ex is its gameplay and characters, and the returning characters you'll see over and over again."Update: looks like the preview has been taken down.
The basis for the AI comes in alert scalability using what Paul referred to as an evidence system, which he demonstrated to us graphically. "This bar on the left side of the character is his alertness level intensity meter. This white diamond here shows where the level is. As he accumulates evidence, this diamond rises and gets him into a more alert state. This is pretty much the way that Thief I and Thief II worked but this time around we're making more of a distinction between evidence." All of the evidence has a different decay and alert level. On the low end, if a guard saw something out of the corner of his eye, he'll go to low alert and forget about it faster. But on the high end if you punch him in the back of the head, he'll rise to high alert quickly and won't forget what you did to him.
GS: Though Deus Ex does let you circumvent some of the combat, invariably, some sequences require deadly force. Will first-person shooter sequences still be emphasized in the sequel?
WS: Let me jump in and answer this one. See, you're right that Deus Ex got pretty action-oriented in places...but when we started thinking about Deus Ex, we really wanted players to be able to get through the game sneaking, talking, shooting, or however else they wanted. Unfortunately, time and technology imposed some unfortunate limitations on us. As a result, Deus Ex ended up being far more combat-oriented than I hoped it would be. Stealth was an option, but it almost always made the game harder than the brute-force approach. I won't speak for the rest of the team, but I consider that one of our failures. Harvey and the Deus Ex 2 team are working hard to make sure the same thing doesn't happen again in Deus Ex 2. ...
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