Jason
chasing a bee
Tags: Deus Ex; Warren Spector
<p>In the midst of promoting his upcoming platformer, Epic Mickey, Warren Spector <a href="http://www.gamasutra.com/view/feature/5928/putting_the_epic_in_epic_mickey.php" target="_blank">discussed choice and consequences</a> with Gamasutra.</p>
<blockquote>If you go back and look at Deus Ex, in particular -- which is actually the best expression of what I'm about to say -- anybody who can say there's a good way to solve problems and a bad way to solve problems was not paying attention as they play. There are just different choices and different consequences.<br /><br />Okay, we've got to get back to Disney Epic Mickey at some point here. But if right in the beginning of the game, if you go and kill every terrorist in the Statue of Liberty, you've saved the day, you succeed and some people think you're a hero and other people think "you shouldn't have done that".<br /><br />And there are different rewards, and different costs for doing that, and for killing no one, okay? It's not that it's good or evil, it's that there is a price to pay for being a warmonger, and there's a price to pay for being a pacifist. That is true in the real world, and it's true in the game. But there's a benefit to each one of those as well. There are different costs and different benefits.<br /><br />I hate telling players what good and evil is, and I hate telling players what's right and wrong. What I want to do is throw situations out there, and let them explore for themselves, and come to their own conclusions about that.</blockquote>
<p>And unsurprisingly, Deus Ex also comes up in an <a href="http://www.eurogamer.net/articles/junction-points-warren-spector-interview?page=1" target="_blank">interview with Eurogamer</a>.</p>
<blockquote>Eurogamer: Do you get sick and tired of being asked what you think of the new Deus Ex?<br /><br />Warren Spector: No, I never get sick of that, actually. It's funny that everybody is so interested in what I think about it. I think people want me to be really upset, like, "Oh! Someone else is going to make a game! It's my baby! Grrr!" I just don't feel that at all.<br /><br />It's almost cooler that someone else is doing it because it means I was a part, and my team was a part, of creating something that has a life beyond us. It's bigger than us. That's incredible. I can't even describe how that feels. That feels better than making the game. It's like there's something out there that's bigger than you are.</blockquote>
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<p>In the midst of promoting his upcoming platformer, Epic Mickey, Warren Spector <a href="http://www.gamasutra.com/view/feature/5928/putting_the_epic_in_epic_mickey.php" target="_blank">discussed choice and consequences</a> with Gamasutra.</p>
<blockquote>If you go back and look at Deus Ex, in particular -- which is actually the best expression of what I'm about to say -- anybody who can say there's a good way to solve problems and a bad way to solve problems was not paying attention as they play. There are just different choices and different consequences.<br /><br />Okay, we've got to get back to Disney Epic Mickey at some point here. But if right in the beginning of the game, if you go and kill every terrorist in the Statue of Liberty, you've saved the day, you succeed and some people think you're a hero and other people think "you shouldn't have done that".<br /><br />And there are different rewards, and different costs for doing that, and for killing no one, okay? It's not that it's good or evil, it's that there is a price to pay for being a warmonger, and there's a price to pay for being a pacifist. That is true in the real world, and it's true in the game. But there's a benefit to each one of those as well. There are different costs and different benefits.<br /><br />I hate telling players what good and evil is, and I hate telling players what's right and wrong. What I want to do is throw situations out there, and let them explore for themselves, and come to their own conclusions about that.</blockquote>
<p>And unsurprisingly, Deus Ex also comes up in an <a href="http://www.eurogamer.net/articles/junction-points-warren-spector-interview?page=1" target="_blank">interview with Eurogamer</a>.</p>
<blockquote>Eurogamer: Do you get sick and tired of being asked what you think of the new Deus Ex?<br /><br />Warren Spector: No, I never get sick of that, actually. It's funny that everybody is so interested in what I think about it. I think people want me to be really upset, like, "Oh! Someone else is going to make a game! It's my baby! Grrr!" I just don't feel that at all.<br /><br />It's almost cooler that someone else is doing it because it means I was a part, and my team was a part, of creating something that has a life beyond us. It's bigger than us. That's incredible. I can't even describe how that feels. That feels better than making the game. It's like there's something out there that's bigger than you are.</blockquote>
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