Tags: Deus Ex: Human Revolution; Eidos Montreal
<p>Gamasutra chatted up with Eidos Montreal's general manager Stéphane D'Astous. Seems Deus Ex: HR is a <a href="http://www.gamasutra.com/view/feature/6114/deus_ex_the_human_question.php" target="_blank">labor of love.</a></p>
<blockquote>
<p><strong>It's not the only game, but it stands out as one of the earliest games that said, "You can play this how you want," and that is why people still talk about and people still play the original.</strong><br />SD: You can replay. It's the replay value, and it's a sophisticated game in the sense that there's not single way to play it, so I guess that was recognized by the fans. One of our mottos for Deus Ex: Human Revolution is "choice and consequences."<br />I mean, we hear that quite often, but it's truly important to the team to have, let's say, four different ways to enter the police station. You can go through the front door, dialogue, try to win [with] your dialogue, or you could come in with guns blazing. You can go hacking. You can go through the sewers. So, this is an example of a multi-path game.</p>
<p> </p>
<p><strong>Those kinds of choices, is that a design question, or is it also a tech and art even, in terms of how you structure things?</strong><br />SD: I think it starts with the design. I think Eidos has always had a great history of character and design. The games, if I take two things, it's characters with the Lara Crofts, with the Hitmans, and all this, but also with the design. These two components were truly important. To answer your question, I think it starts with the design, and tech... There's always a way to make it work somehow. Tech shouldn't be leading the design, but it has to be compatible. I think design is king.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/99590-deus-ex-human-revolution-interview.html">GB</a></p>
<p>Gamasutra chatted up with Eidos Montreal's general manager Stéphane D'Astous. Seems Deus Ex: HR is a <a href="http://www.gamasutra.com/view/feature/6114/deus_ex_the_human_question.php" target="_blank">labor of love.</a></p>
<blockquote>
<p><strong>It's not the only game, but it stands out as one of the earliest games that said, "You can play this how you want," and that is why people still talk about and people still play the original.</strong><br />SD: You can replay. It's the replay value, and it's a sophisticated game in the sense that there's not single way to play it, so I guess that was recognized by the fans. One of our mottos for Deus Ex: Human Revolution is "choice and consequences."<br />I mean, we hear that quite often, but it's truly important to the team to have, let's say, four different ways to enter the police station. You can go through the front door, dialogue, try to win [with] your dialogue, or you could come in with guns blazing. You can go hacking. You can go through the sewers. So, this is an example of a multi-path game.</p>
<p> </p>
<p><strong>Those kinds of choices, is that a design question, or is it also a tech and art even, in terms of how you structure things?</strong><br />SD: I think it starts with the design. I think Eidos has always had a great history of character and design. The games, if I take two things, it's characters with the Lara Crofts, with the Hitmans, and all this, but also with the design. These two components were truly important. To answer your question, I think it starts with the design, and tech... There's always a way to make it work somehow. Tech shouldn't be leading the design, but it has to be compatible. I think design is king.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/99590-deus-ex-human-revolution-interview.html">GB</a></p>