Tags: Deus Ex: Human Revolution; Eidos Montreal
<p>If watching trailers isn't enough, here's an <a href="http://www.eurogamer.net/articles/2010-08-13-deus-ex-interview" target="_blank">interview with lead designer Jean-François Dugas</a> at Eurogamer.</p>
<blockquote>
<p class="interviewQuestion"><strong><span class="whoistalking">Eurogamer</span>: How will Deus Ex emotionally engage players on an adult and intelligent level?</strong></p>
<p class="interviewAnswer"><span class="whoistalking">Jean-François Dugas</span>: It's not out yet so I cannot say it does it. I can only say what we're trying to do.</p>
<p>At first, internally, when we were brainstorming and going around with ideas of player choices, sometimes we had heated debates.</p>
<p>'If we don't give a big reward to the player for this then this choice is meaningless.' We were debating that. I was like, no, it's not meaningless.</p>
<p>If we talk about something on a human level that something as a player, as a human being, you can relate to, you probably had that experience in the past or you know someone, you understand the emotional aspect of the choice.</p>
<p>Hopefully that is going to help the player focus on choosing because of that, as opposed to, oh, it's going to give me this or that.</p>
<p>Sometimes we have choices where it gives you something, and if you choose something else it gives you something different. What is good is normally something the player decides.</p>
<p>But we're trying to stay away as much as possible from that.</p>
<p>In the end, do we succeed? Is it going to work the way I explain it to you? I have no idea.</p>
<p>The feedback we received with play tests, we received comments that people were experiencing certain interactions with a character. They said, 'I want to kill him.'</p>
<p>It was the reflection that this person was emotionally engaged with that character. If you want to kill him, he was pissing you off or annoying you.</p>
<p>In the end we'll see when the game ships.</p>
</blockquote>
<p>Emotional Engagement. Deus Ex: Human Revolution has it.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/99195-deus-ex-human-revolution-interview.html">GB</a></p>
<p>If watching trailers isn't enough, here's an <a href="http://www.eurogamer.net/articles/2010-08-13-deus-ex-interview" target="_blank">interview with lead designer Jean-François Dugas</a> at Eurogamer.</p>
<blockquote>
<p class="interviewQuestion"><strong><span class="whoistalking">Eurogamer</span>: How will Deus Ex emotionally engage players on an adult and intelligent level?</strong></p>
<p class="interviewAnswer"><span class="whoistalking">Jean-François Dugas</span>: It's not out yet so I cannot say it does it. I can only say what we're trying to do.</p>
<p>At first, internally, when we were brainstorming and going around with ideas of player choices, sometimes we had heated debates.</p>
<p>'If we don't give a big reward to the player for this then this choice is meaningless.' We were debating that. I was like, no, it's not meaningless.</p>
<p>If we talk about something on a human level that something as a player, as a human being, you can relate to, you probably had that experience in the past or you know someone, you understand the emotional aspect of the choice.</p>
<p>Hopefully that is going to help the player focus on choosing because of that, as opposed to, oh, it's going to give me this or that.</p>
<p>Sometimes we have choices where it gives you something, and if you choose something else it gives you something different. What is good is normally something the player decides.</p>
<p>But we're trying to stay away as much as possible from that.</p>
<p>In the end, do we succeed? Is it going to work the way I explain it to you? I have no idea.</p>
<p>The feedback we received with play tests, we received comments that people were experiencing certain interactions with a character. They said, 'I want to kill him.'</p>
<p>It was the reflection that this person was emotionally engaged with that character. If you want to kill him, he was pissing you off or annoying you.</p>
<p>In the end we'll see when the game ships.</p>
</blockquote>
<p>Emotional Engagement. Deus Ex: Human Revolution has it.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/99195-deus-ex-human-revolution-interview.html">GB</a></p>