Eurogamer: What's your favourite quest and what's the most difficult decision the player will have to make?
Jean-François Dugas: I'm not sure I'm allowed to answer this. Even if I'm allowed I'm not sure I want to. It would be spoiling things.
What I can say is we're trying to keep it on a human level. We're trying to explore why people do what they do, and, what are their motivations?
We're trying to explore those kinds of things as much as we can. Sometimes you will have to make choices that might have some sort of impact on the human level for someone else, and on subjects that matter, that you can relate to.
We're trying to make you care as opposed to trying to guess if you say yes or no, if you're going to have a bigger gun or a smaller gun.
Eurogamer: How will Deus Ex emotionally engage players on an adult and intelligent level?
Jean-François Dugas: It's not out yet so I cannot say it does it. I can only say what we're trying to do.
At first, internally, when we were brainstorming and going around with ideas of player choices, sometimes we had heated debates.
'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.
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.
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.
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.
But we're trying to stay away as much as possible from that.
In the end, do we succeed? Is it going to work the way I explain it to you? I have no idea.
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.'
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.
In the end we'll see when the game ships.
Eurogamer: How many endings will the game have? What choices will determine the endings?
Jean-François Dugas: I don't want to reveal too much. What I can tell you is yes, we have multiple endings. At some moment in the game where you'll be facing an important decision to make, it's going to influence your ending.
But also some of your actions you'll have done throughout the game, how you have managed certain situations, is going to have an effect with the ending. That's as far as I'm going to go into it.
Eurogamer: How big is the game? Is it as big as Fallout 3? How long will it take to finish?
Jean-François Dugas: No, it's not going to be 80 hours at all. It's not going to be as big. Fallout is mainly and solely an RPG. Deus Ex is more a blend of action and RPG.
It's a pretty big game. On the critical path it's roughly 20 hours. If you explore beyond the critical path to find all the secrets and all the side quests and the secondary objectives, it's going to clock roughly at 30 hours.
It might be a little bit more depending on one player to another - if they have the strategy guide or not!
It's still pretty big. It's bigger than BioShock but it's smaller than Fallout 3. It's in-between.