From an RPG character standpoint, we've planned more character-building choices (the player-character can be optionally male or female), we've unified some of the game systems and added some interesting player-character capabilities. We feel like we now have a much clearer idea about which aspects of DX1 were important to players, what worked well and what didn't.
The game environment itself in DX2 is something that has us completely excited. Our plans include a higher-fidelity world, with weather, greater object density, more capable (and clearer) unit behaviors and a deeper physics/object-interaction simulation.
As good as the gameplay was, Warren is committed to pushing it into new directions. The team's goal is to craft a "much more robust simulation on all levels." This means creating a wider range of natural reactions on the part of the NPCs to the player's actions. The ability of the player to feel like he or she is in control of his or her own destiny is paramount. There were far too many pre-scripted events in Deus Ex -- moments where the game took over and forced the player into or out of particular situations. But although the goal is to make "the game world work the way the real world works" the team ardently follows the rule of all good game designers: "Anytime reality gets in the way of fun, fun wins."
What would you like to see happen in Deus Ex 2?As you'd expect the team is frustratingly tight-lipped about the story in Deus Ex 2. We do know that the story picks up where the previous game left off. Or at least in that general vicinity -- we're not sure which of the game's three endings the sequel will branch from. Writer Sheldon Pacotti again provides the dialogue and much of the scripting for the game (although the designers themselves are very involved in crafting the overall shape of the story). You'll be able to reprise your role as J.C. Denton in the sequel or adopt the distaff option. That's right, distaff. That just means you can also play as a woman this time around.
We're evaluating engine technology now. Whatever we use--whether it's the next generation of Unreal technology, Quake 3, LithTech or whatever--we'll make sure it has no problem with nVidia.
No problems with NVidia = a good thing.
In DX 1, early on, we sort of conditioned the player with the notion that "you can try almost anything you can think of and the game will support that." But, later in the game, in one instance we explicitly thwart that expectation when we forced the player to go to prison. [...] many players tried escaping the capture by UNATCO and Gunter because they expected it [...] in DX2 anytime the player has a reasonable expectation about a scenario we're going to do our best to make those options available.
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