Will Deus Ex: Human Revolution make you cry?
Eidos Montreal's Mary De Marle reveals the tricks of the writing trade.
When it comes to role-playing games, few things are as important as story, choice and dialogue. But when it comes to Deus Ex: Human Revolution, a game Eidos Montreal hopes will enhance the series' legacy, story, choice and dialogue are the most important things. This is where lead writer Mary De Marle comes in.
Speaking to Eurogamer ahead of the game's release, Mary reveals how videogame writers meet the challenge of the modern-day RPG, and dishes the dirt on how developers create spiralling conversation trees and simulate sophisticated player choice. She also discusses how conversation boss fights can be won and lost, and even leaves room for a word on Bill Gates and Richard Branson.
Eurogamer: Many consider Deus Ex to be one of the greatest games of all time. What was your knowledge of it?
Mary De Marle: When the first one came out, everybody was so enamoured of it and talking about it and playing it. I remember going to GDC that year and listening to Sheldon Pacotti, the writer of both the first and second game, and just being blown away by everything he had to say. So it was a real big influence on my career because I saw it as the shining pinnacle of pace and story development possible.
The second game I played much later, so my memories of it are fresher than the other one. When I got hired to work on this it was one of those moments when you felt like your career has come round in full circle.
Eurogamer: What inspired you in coming up with Deus Ex's story?
Mary De Marle: I came onto the game about four months into it. There were few things that were determined. They determined already they would do a prequel to the first game, they would set it in 2027, and it would deal with mechanical augmentations rather than nano ones. And a couple of other things that gave me the initial direction for my research to take.
I started then researching into everything from where is biotechnology today and where will it be in 18 years to possible conspiracy groups. So a lot of my inspiration, believe it or not, came from non-fiction and writings about transhumanism, the singularity and where will we go, and is technology going to lead us to heaven or hell? Even reading about Howard Hughes and Bill Gates to see what kind of people they are.
A lot of that fed the initial idea. I'm a drama junkie, as I like to say. I can never get enough of story because I'm very curious about characters and interpersonal things. So everything I've ever read both in science-fiction and fiction and every TV show I've ever seen feeds into it. It's difficult to pinpoint anything in particular. This project, the focus was on the non-fiction at first.
Eurogamer: How did Bill Gates' character influence this project?
Mary De Marle: Here we are dealing with both high-powered CEOs and innovators who've changed the industry. It was really just getting his background, where he started, how he got to where he is, and then combining that with others. We actually looked at Richard Branson, too.
None of the characters in the game are Bill Gates, nor are they Richard Branson, but reading their lives and their backgrounds gave inspiration for some of the lives and backgrounds of our characters.
Eurogamer: Player choice is important in Deus Ex, but from your point of view it must be difficult to accommodate that. How do you achieve it with writing?
Mary De Marle: From a broad picture of just story, and all the different branchings on that, overall our story from a very high level is linear. You go from A to B to C. But we identify early on moments of choice and consequence where you can make a decision that will change and affect the lives of the people around you and the world around you.
Before we started writing the story we knew what the story, basically, was, but then we worked to say, 'How do we manifest that story in the game through the level design, and where are those key moments where their lives would be changed? And then, if so, how can they be changed, and where do we see the repercussions of those changes?'
So from that standpoint, it wasn't just me alone. It was working with a bunch of people to spur those ideas and to get it all down on paper before so we had something we could always refer to that we wouldn't forget three years later.
Eurogamer: But what about the dialogue? How do you write dialogue for all these permutations?
Mary De Marle: First of all, when you're writing a dialogue, it's often moments in the writing process where you're debating, should the character say this or should he say that? When you're trying to write a dialogue in a film or a book, you make that choice right away and then you follow that dialogue to its natural conclusion. But in a game like this you actually get to go, well, I don't know. Let's try them both. The challenge becomes, how do you link them back in together?
So in one way it gives you a lot of freedom to explore things you normally wouldn't, which is fun. But the challenge becomes not so much about what the character says, because you take it from the character himself and his personality, but identifying all the possibilities of things the players could do.
For instance, I might have a very solid opinion of who Adam Jensen is, and I will play him non-lethal and nice. And I have a hard time thinking, well, he could be an asshole at this moment. So the challenge comes from breaking that convention to think of those possibilities, rather than actually dealing with the possibilities when they come through.
But luckily I've got a lot of different personalities on the team who don't want to play Jensen as the nice and non-lethal person, and they point them out for me. Sometimes.
Eurogamer: Huge twists are popular at the moment. Is there one in Deus Ex? Do they work as well in games as they do in books and films?
Mary De Marle: I can't get into the specifics on that because I don't want to give away the story, but for me, as a writer, when you're trying to come up with a story you want to have surprising moments because you want to engage the imagination of your audience.
So just in general I try to incorporate those surprising twists. I try to make sure when I do put those surprising twists in, you think about it you're like, oh, I should have seen that coming. It's a goal to strive for in any kind of writing you do.
Eurogamer: Will there be landmark decisions players have to make that affects the overarching story, or is it more about smaller decisions that influence side quests?
Mary De Marle: It's a combination of both. We identified some key moments where those big changes could occur and we tried to incorporate some of those. But also, when you're playing a game it tends to be a very personal experience and a lot of the most memorable moments come not necessarily out of the story but from the things you have done and how it has changed the world around you.
So in those instances, those small things are just as important as the big ones.
Eurogamer: We hear a lot about the sophistication of dialogue systems. Just how sophisticated is Deus Ex's?
Mary De Marle: First of all, we have various levels of conversation interactions in our game. We have some that are very simplistic: you walk up to individuals in the environment and they tell you things, but there's not much of an exchange going on.
And then we have main dialogues where you get to choose and direct the conversation and play it the way you feel like playing. And we have side quests where you can gain what you want out of it and you can affect it that way.
And then we have what we call conversation boss fights. These are the most sophisticated and most complex to write in the game. They're part of the gameplay. You have an objective to complete and one of the ways you can complete it is by, in a social manner, trying to convince someone to help you.
The whole idea behind this is having to read the character you're interacting with, read their facial expressions, their body language, and listen to their tone and what they're doing and understand the psychology of this character in order to determine the best argument you can use to persuade them to your side.
It's a complex system. You might want to be the mean player who verbally punches this person out, but that's not going to achieve your objective, so you have to put your goals aside and really read the needs of the other character and figure out their personality to figure out what is the best psychological approach to take to defeat them.
And you can lose this. If you lose this conversation it shuts out an avenue to explore because this person will not help you at all. But if you win it suddenly your path through becomes very easy.
Eurogamer: Are there any examples of this you can talk about?
Mary De Marle: In our E3 demo, you're in an island near Shanghai and your goal is to locate this hacker. You've been directed to go to a nightclub because its owner is part of a black market operation. The owner, Tong, probably has the information you want. So your goal is to get to Tong.
But he's not just going to talk to anyone, so you have to find a way to do this. You can do it by exploring, through secret stealth, or you can talk to one of the bartenders and convince him to let you speak to his boss.
Right from the beginning, he's like, who are you and why should I do this? He starts trying to say there's no way I'll do it because you're not important enough and we don't care about your goals. As you start looking at it, you start reading the personality of this guy and you start realising he's trying to stop me from this by either bull*****ing me by lying and telling me the boss is nowhere near here, or he's maybe trying to put me down by saying I'm a foreigner and what right do I have, or he's taking this other tack.
Every time he does that you have to counter his argument in a way that will make him go, oh, well OK, that didn't work, so let's try this. Ultimately you're able to convince him or not.
More on Deus Ex: Human Revolution
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Face-off: Face-Off: Deus Ex: Human Revolution
The truth will change SKU.
Review: Deus Ex: Human Revolution
Praxis makes perfect.
Preview: Deus Ex: Human Revolution
Ten hours played. Your questions answered.
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Screenshots: Deus Ex: Human Revolution
Eurogamer: Are videogames approaching the same level of sophistication in terms of narrative and story as the kinds of films that end up winning Oscars, or is there still a long way to go?
Mary De Marle: There's great potential to go beyond what films can do. The difference games have versus movies is, when you're playing a game you're an active participant and what's happening to it is happening to you. There's an aspect of it that's so much more personal once you get into it.
The way we've told stories in the past through film is, the author of the story is in complete control of it and they can craft something that pulls on your heartstrings. They know the craft and they know the way to give information, reveal it, hold stuff back, characterise their characters, and they know they can feed this to you in a way that makes sense, that builds that questioning inside you to say, 'Where's this going? What's happening?' The revelations are very powerful and hit you when they hit you and make you feel an emotional response.
But games, we have the dilemma that we can't control what the player is looking at and seeing, and we have to find new ways of doing it, and find new tools of storytelling that enable us to have those reactions.
The more we're working on it we're getting better and better at it, but we have to work more closely with the other members of the team. All sides have to understand we are working together to create a powerful emotional experience and there are times that execution is very important and there are times when the gameplay is what's going to have to do it. So, how can we work together to get that?
Eurogamer: Will Deus Ex make players cry?
Mary De Marle: There are certain times when it struck me and really made me go, wow, and gave me a chill. I don't know. I certainly hope it will. But I won't know until people play it.
I certainly hope it will and I think it explores some pretty interesting issues and if we can manage to get you connected to those issues and get you to feel those issues, then we will succeed in stirring some kind of emotional reaction.
Will we? I'm keeping my fingers crossed and hoping we do.
Mary De Marle is narrative designer and lead writer on Deus Ex: Human Revolution.
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Comments (42) Latest comment 1 year ago
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Cynical naysaying motherfuckers be damned.
Twice.
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On another note, I'm sure I recognise that barman... ( http://www.eurogamer.net/gallery.php?gam... ) He's straight from Neuromancer by William Gibson:
"Ratz was tending bar, his prosthetic arm jerking monotonously as he filled a tray of glasses with draft Kirin. He saw Case and smiled, his teeth a webwork of East European steel and brown decay."
I'm not sure if it's good or not that cyberpunk is still stealing from that same nearly-30-years-old book. I guess that suggests that it is at least faithful to the ethos... Either that or it's lazy writing. Only release day will tell for sure.
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Yes, cynical. I wish journos talking about this game would focus more on the freedom of choice in the levels (hacking, stealth, shooting, etc) rather than leading us to believe the story itself can somehow be changed.
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Really looking forward to this though.
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Great interview though. Glad it was informative rather than EG's pretend comedy interviews we've been getting as of late.
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Metalangel: That last-minute decision to see the different endings was something I really liked from DE1. I loved playing Heavy Rain, but there are 22 endings and I'm never going to play it through 22 times to see them all - that annoys me a little. I played through Blade Runner twice to see a different ending, but that took ages. Missing out on endings of a game feels like I'm not getting my money's worth, partially because there are usually pretty clear demarcations between the 'good ' and 'bad' endings.
The only game I've played through enough times to see all of the endings was Shadow Of Memories (a near-release title for the PS2). It had something like 7 different endings, and all of them were awesome.
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But when I see the protagonist, he looks like a total badass, and Squeenix FMVs are generally mannequins doing some kind of emodrama, so er, no I don't think they're going to make me cry.
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I have a love hate relationship with dialogue in games (esp RPGs). On the one hand, I love the fact that every character has a story and is willing to share (at length) that story with you and add richness to the game world. But at the same time, normal people just do not speak like that, it can be quite a jarring experience and take you out of the game world rather than drawing you in.
Game writing has a long way to go but in general the standard has risen in the last few years. Or fallen if you include the early Lucasarts adventure games.
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Early previews state that this is single player only - anyone know if is this still the case?
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I really wish Obsidian would stop comporomising on quality to meet very tight deadlines. There's obviously alot of talent at the studio but the amount of bugs in Fallout: NV, Alpha Protocol and KotOR 2 suggests to em they're not getting enough time to do the job. It's disappointing to say the least as I also loved Alpha Protocol.
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I didn't realize there were side-quests and a dialogue tree; it's only reinforced my anticipation for the game. Could be game of the year when it hits. That wouldn't surprise me at all.
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'starts humming Deus Ex theme'
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- russian sailors saying that they spilt their drink
- The guy that voiced walton simons or someone that sounds like him playing a villain
- australian girl saying "ya so bad!!"
-someone saying" ah mr jensen in da fresh" in shang hai
-lemon lime reference
-goth chick with a heavy french accent that you have to team up with
- jensen saying "what a shame" "a bomb!!" and "my vision is augmented" at some point even if it makes no sense other than fan service
-the ability to kill children (take that bethesda)
-unlockable skul gun
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/crosses fingers & toes
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I think it's a little unfair to blame Obsidian for the bugs in those games. Lucas brought the release date of KotOR 2 forward to sit with a film release, I'm surprised the game worked at all considering it was release almost six months earlier than originally planned. Alpha Protocol was released on the agreed date but wasn't actually ready so I'll give you that as fair game. New Vegas however suffers from the broken engine more than anything Obsidian did/didn't do. Almost all of the bugs that I've encountered in NV were present in Fallout 3 or even Oblivion, they probably couldn't fix them if given ten years to do so.
On topic, good interview, I like the idea of interviewing writers it makes for much better reading than your typical PR or Exec Producer interview who look to big up the game in every sentence. I have high hopes for Deus Ex 3 though the cynic in me can't help but think that it's been so long since the first one that it won't really compare, the industry has changed so much that I'm not really sure if games like Deux Ex and System Shock 2 could ever be made again. Hopefully Deus Ex 3 will have plenty of merit of it's own and not desperately try to live off of the name of the original.
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This might interest you.
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Really craving for a new space opera rpg.. This is looking similar in ways to Blade Runner which can only be a good thing (MAN that game doesn't age) I just the 'conversational boss fights' are more than just a gimmick and work to strengthen the narrative and overall structure. It needs to fit naturally within conversations and not come across forced, if you've seen the TV series 'Lie To Me' you'll understand what I mean.
Hoping for an April release.
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DX1 was on PS2 as well, and it wasn't a bad port.
@X3Entente
Who is 'Jensen'? You must have played a different game.
@ExplodingClown
According to Moby Games she wrote, or was involved in, Splinter Cell Conviction, Myst 3, 4 & 5, Dungeon Siege II and Homeworld 2. And she used to work at Hanna-Barbera.
So we can expect the story to involve lots of puzzles interspersed with cartoon slapstick violence.
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I reckon I'm gonna try being the ninja type character, plenty of stealth lethal takedowns and a silenced pistol for when the s**t hits the fan
Check out my stuff at<a href=" www.charliemoritz.wordpress.com">
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So you really think that "bartender with a prosthetic arm" is 'stealing' from Neuromancer? That's retarded.
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Ehh? Am I missing some subtle rhetorical device here? Surely the use of "But.." indicates a contrast...
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Huh. That... doesn't bode well. But who knows, maybe she hits her stride with cyberpunk.
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I'm not saying I have any clue how to sort all this out; at best it's helped me to realize I'm certainly not a games designer, and probably not even a very good games critic. But I hope it does get worked out over the next couple of decades.
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