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Warren Spector on game development Interview

PC PlayStation 2 GameCube Xbox GameBoy Advance PSP DS Xbox 360 Mobile PlayStation 3 Wii
Interview by Kristan Reed

28 June, 2006

Page 1 of 2. Page 2 ->

Following yesterday's unedifying spectacle, we return for another round of Warren Spector's thoughts on game development. Obviously we jest. It's all about edification. If I had a biro for every time I've been edified by Gabe Newell and Warren Spector over the last month, I'd be able to doodle my way through every editorial meeting for the next 50 years even when none of them worked. Seriously. It's edification city and these two are a coalition administration, lowering my imagination taxes one headcrab or convincing shadow at a time. All of which horrendous metaphorical gibberish should suffice for an introduction. And read part one of the interview if you haven't already.

Eurogamer: One of the things I like as a player is to find out more of the back story by being thorough. By poking around in dark corners and finding old notes that give clues away, and things pinned to notice boards, or chests to break in to. Games like Silent Hill, Metroid Prime and Resident Evil have always favoured this approach, but then you get games like Oblivion where there are more books and more items of text to read than most gamers could ever have time or energy to read, and games like Half-Life 1 or 2 which have few secrets to uncover. Do you feel text can still play an important role in providing a deeper narrative or is it more about listening in on NPC conversations these days?

Warren Spector: I don't think it'll surprise anyone that I like text in games but I recognise that a lot of players don't. The fundamental experience of videogames is, and should be, seeing, listening and doing, but there's certainly a place for a certain amount of optional text.

The key for me is to give as many players as possible as many ways to get into your game as you can. If players want to ignore text, they should be able to. Heck, if players want to be able to bypass combat, let 'em.

'Warren Spector on game development' Screenshot 1

Valve deserves credit for their believable virtual actors, says Spector.

Eurogamer: As visuals improve more and more, it only seems to show up how dumb the AI is of the NPC, and how inappropriate their actions are. Valve has gone a small way towards giving players better NPC experiences by making the facial animation and lip synching very convincing. But there's still a catalogue of disbelief shattering occasions where you can make the game look stupid, like the way characters don't get out of your way in a convincing way, or take ridiculous amounts of damage and have unlimited ammo and the like. Will believable co-op AI be beyond developers in this generation, or is it a goal for the long-term?

Warren Spector: First, let's give huge props to Valve - its efforts toward creating better, more believable virtual actors are pretty incredible.

Okay, now that we've gotten that out of the way, it's important to consider the function of AI in a game - it isn't to kill players or help players or anything more (or less) than to challenge the player sufficiently in support of whatever game experience you're trying to create. In a shooter, the role of AI isn't to kill the player but to leave the player breathless and shaky, with one hit point left and one bullet left in his or her gun. In a game about real human interaction (without guns) the role of AI would be radically different.

To your specific points (characters getting out of your way and having believable ammo loadouts), those are all either design decisions - we can do better - or technical problems we can certainly solve.

Sadly, once we move beyond that, I think we're a ways off from "real human interaction". For my money, it's time we started tackling the non-combat AI problem in as serious a way as we tackle rendering engines and physics simulations. But it's going to be a while before we figure out how to talk to an NPC in any believable way or how to craft a sufficiently reactive character that we believe in them and care about their fate. Valve's approach seems promising but kind of hinges on non-interactive scenes in which NPCs emote for the player. And Bioware may be onto something with what it is doing in Mass Effect. But, honestly, we're still crawling like infants when it comes to human characters and that isn't likely to change any time soon.

Eurogamer: Essentially, games which offer player choice still must have a linear thrust to them to hold them together. There still has to be some sort of overarching goal. But how do you give the illusion of freedom without simply confusing the player?

Warren Spector: Stop asking questions that can only be answered at book length! Not fair! The short (very short) answer is that you do have to be satisfied with an illusion. Then you have to provide a clear, simple visual/aural language that cues players to the available options and the likely behaviour of the world and NPCs when you select one option over another. Finally, you have to provide clear and immediate feedback on the results of each choice the player makes.

Oh, and you have to (at least I think you have to) slow things down enough that players can pause, consider the situation, make a plan and execute that plan. If everything's moving at breakneck speed (like most games these days) you better not expect players to be making many choices - at least not choices that have any serious consequences! The amount of data players can process and act on seems to be inversely proportional to the rate at which that data is being thrown at them. One of the Valve guys recently told me you can't expect a player in combat to register more than a word or two - a sharp command. Anything more than that just gets tuned out. Totally true.

'Warren Spector on game development' Screenshot 2

Worried about less enjoyable paths? Test, test, test.

Eurogamer: How do you cope with the risk that the player is going down a less enjoyable path? If no two player experiences are the same, then how can you properly assess that they're not having a less fun experience than someone else? This come back to Gabe's point where they're effectively ensuring players all have the same high quality experience and don't end up missing out on all the cool stuff there is to see.

Warren Spector: The obvious answer is that you don't want to ship a game that has "less enjoyable paths". In the real world, that ideal is unattainable but you just test and test and test (and tweak and tweak and tweak) to minimise the likelihood of that happening.

When we were working on Deus Ex, I used to have nightmares that players wouldn't "get" what we were trying to do - that they'd judge our combat against Half-Life's, and find us wanting, judge our stealth against Thief's, and find us wanting, judge our character development and role-playing elements against whatever Bioware was shipping when we shipped, and find us wanting. But I knew (or felt) that, if players "got" that you could play however they wanted, at any point in the game, they'd forgive us our shortcomings.

I mean, it gets down to what your goals are. If you're a surgeon, you want a scalpel; if you're stranded on a desert island, you probably want a swiss army knife. DX was the swiss army knife to Half-Life's scalpel. I was, and am, comfortable with that.

As far as "missing out on cool stuff" goes, I'll return to my earlier argument - if every player sees every bit of "cool stuff" you might as well make a movie. If what you're after is unique player experience, my way's the right choice.

Eurogamer: Collaborative online experiences are something that are increasingly creeping into games (console, especially on 360 for instance), and - for me - are much more fun than simply blowing each other up around yet another enclosed environment. How does this trend impact upon your designs, and do you see yourself making more shared experiences in future?

Warren Spector: Man, I wish I liked MMOs and online gaming more than I do. I guess I'm an antisocial guy and prefer the single-player experience. But, accepting that I'm an anomaly, there's clearly a growing audience of people who want to work together, virtually, to accomplish game goals.

I wish I could say this was shaping my thinking about games but, really, I'm not yet clear how to apply co-op gaming to my own work. I've wrestled with small-group co-op possibilities for years and still haven't figured out how to make them work. Oh, in the context of a very simple, visceral, physical conflict, it's easy to see how two or four or 42 people might co-operate to kill The Bad Guy. But once you start messing around with more sophisticated storylines, the co-op problem becomes much harder.

Frankly, if I keep flailing around trying to answer this question we'll be here all day and probably not get any closer to an answer. So I'll just stop here and admit defeat. Someday someone I'm working with will prove way smarter than me and nail the co-op storytelling problem(s) and then I'll be able to sleep at night again...

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Xephon70
28/06/06 @ 12:15
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Awesome stuff again. Nice one EG.
SeesThroughAll
28/06/06 @ 12:17
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As far as "missing out on cool stuff" goes, I'll return to my earlier argument - if every player sees every bit of "cool stuff" you might as well make a movie. If what you're after is unique player experience, my way's the right choice.

Is this always true? Not sure.
pauleyc
28/06/06 @ 12:19
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I guess I'm an antisocial guy and prefer the single-player experience.

It's good that someone still thinks and develops for the "anomalous" part of the gamer spectrum. :-)

Gamers aren't stupid and they're not kids (not most of 'em, anyway). You can make serious, adult entertainment, release it on a console and succeed.

Very good statement, even without the "console" part; developers and publishers, listen to this man!

Great interview.
Edited 1 times, most recently on 28/06/06 @ 13:20
Darkedge
28/06/06 @ 12:26
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good interview - isn't the picture on the main page linking to this article Shodan from System Shock though? Now thats a game that needs to be remade (the original I think)
Azazel
28/06/06 @ 12:27
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Sys Shock ftw!

And i've said it once, I shall repeat it: Thief: DS was and is brilliant.

ED: And I should also say: great interview.
Edited 1 times, most recently on 28/06/06 @ 13:29
gamingdave
28/06/06 @ 12:37
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Great interview, sounds like a interesting man. It does say a lot about the sort of games he wants to make though, and Im sure hes not saying that linear games serve no purpose, not everything has to have branching paths.

"The key for me is to give as many players as possible as many ways to get into your game as you can. If players want to ignore text, they should be able to. Heck, if players want to be able to bypass combat, let 'em."

I agree with that in principle, but obviously it goes out the window with a lot of genres. A racing game would be pretty bizzare if you didnt have to race, and I cant imagine a mode in Soul Calibur when you can use reasoned debate to win a fight ;)

I disagree with the point that if you show everyone the cool stuff you may aswell make a movie. In something like HL2, the player still has to solve puzzles, and survive in battles, and its that simple target/shoot/kill priniciple thats made so many games. People still like R-Type, but everyone who finishes it gets to see the same things, the reward in playing is that you HAVE finished it. The same could be said of any puzzle, be it virtual or real. People like solving things.

Saying that, I look forward to whats to come, and really should go back and pick up some of his early games I never got round to playing
Concrete
28/06/06 @ 12:37
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To be honest I am a little disapointed by his responses to the Co-op gaming question. I would have to say that by far the best Co-op gaming experience I have ever had has to be System Shock 2 - and supposedly he was involved in that project!

It showed how storyline and atmosphere could work perfectly with multiple players and acted as a showcase for design that keeps people coming back due to it's non-linear nature. I personally completed it thee times with the same friend, trying each of the different classes each time. He says that a sign of a good game is it's ability to scare you while playing alone - well SS2 managed to do it with two of us playing, so that must make it a truely brilliant game!
Mr_Bogus
28/06/06 @ 12:57
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Great interview.

Couldn't agree more with the single player outlook, esp coming from the master of semi-linear single player games himself. Ever since Underworld 1 i love the way you get back what you put in, the stories unfold as much as you want them to.
tiddles
28/06/06 @ 13:05
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I don't Warren Spector was involved with System Shock 2, only the first one... (I could be wrong).
neuroniky
28/06/06 @ 13:08
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I'd buy a book written by the likes of Warren Spector, Gabe Newell, Richard Garriot, John Carmack, Bill Roper and so on in no time... the perspectives of the various god-status programmers are sooooo enlightning.

Great work EG.
Xerx3s
28/06/06 @ 13:15
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good interview - isn't the picture on the main page linking to this article Shodan from System Shock though? Now thats a game that needs to be remade (the original I think)

No, it does not. Let it rest. I want to remember it as one of the best games ever and EA will fuck that up. SS2 coop was brilliant, EA will most likely produce a crap game that allows you to 'pimp your gun with diamonds'. Not to mention the gazallion of spinoffs that you will get. If you want SS3, buy Bio Shock. Everything else is a fake.
bionutz
28/06/06 @ 13:16
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yep. he's good. but invisible war was too easy and not as atmospheric as the first one, the story was too obvious/too clear.
Darkedge
28/06/06 @ 13:23
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Xerx3s - I'd like a fan version of SS1 using maybe the doom3 engine. Not a reimagining - just the original game, same levels, etc all done to todays graphic level, with 3d sound (not that the game needed it as was scary enough)

The last thing in this world I want is EA to muck around with it...

Very much looking forward to Bioshock too
Triggerhappytel
28/06/06 @ 13:30
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What a bloody great chap. He's obviously confident in what he does, and I have to admit, the DX multiple-way of doing things does make for interesting and engrossing gameplay. He's probably one of a kind (or one of a few) in the gaming industry today, and I hope he carries on for years to come.

Quality stuff EG!
Genji
28/06/06 @ 13:42
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Man, he really needed to put an OMG SONY IS CRAP in there somewhere. Just to generate some controversey.

Nice interview, though.
Xerx3s
28/06/06 @ 13:42
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Xerx3s - I'd like a fan version of SS1 using maybe the doom3 engine. Not a reimagining - just the original game, same levels, etc all done to todays graphic level, with 3d sound (not that the game needed it as was scary enough)

The last thing in this world I want is EA to muck around with it...

Very much looking forward to Bioshock too


Wouldn't we all? My point is, EA owns the licence because LG (damn they made some good games in their days :( ) went broke. There have been some attempts to recreate the games with modern engines (like saphire scar), all died off however due to the wonderfull company named above that threathened to sue (when it is unwilling to do anything with the licence because it is not mainstream. It doesn't want to sell it either because somebody else might make a profit with it).

Yes, yes, I know, EA is wonderfull and all. Frankly, I don't give a shit if they are.
Darkedge
28/06/06 @ 13:48
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Warren Spector is great
EA suck donkeys
;)
Xerx3s
28/06/06 @ 13:50
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FACT! ;)
Xerx3s
28/06/06 @ 13:53
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I've wrestled with small-group co-op possibilities for years and still haven't figured out how to make them work. Oh, in the context of a very simple, visceral, physical conflict, it's easy to see how two or four or 42 people might co-operate to kill The Bad Guy. But once you start messing around with more sophisticated storylines, the co-op problem becomes much harder.

err, System Shock 2? Halo? etc. Good nuff story lines with lots of things happening around the players. :\
beep
28/06/06 @ 13:59
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Only cool people play the DS.
Xerx3s
28/06/06 @ 14:01
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He also likes Psychonauts, so buy his stuff.

;)
nickthegun
28/06/06 @ 14:06
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"I don't think it's in any way - any way - necessary to dumb a game down for console or to reach a huge audience."

"And, yes, we did make a conscious attempt to reach out to a larger audience

A big, dumb target audience.............

So does watering down almost every idea and concept to its most basic level just to reach a 'wider' target audience count as dumbing down or have they been changing the English language again without telling me?
BillGaitas
28/06/06 @ 14:12
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Warren i have a question for you

Im not getting any younger am I? so what are you doing wasting time with interviews? just get back to work ;)
Edited 1 times, most recently on 28/06/06 @ 15:13
BurningR
28/06/06 @ 14:31
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BillG: you're right! they should lock him in a cage and only let him out to work 15 hours/day!

- for the greater good, y'know :)
Edited 1 times, most recently on 28/06/06 @ 15:32
jonestm
28/06/06 @ 14:56
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I don't want to play online with faceless humans. I don't buy games that have online content. I'm not an anomaly, lot's of people think like me.
Azazel
28/06/06 @ 15:06
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I don't want to play online with faceless humans.

Neither do I tbh. Unfair advantage n'all that...
ninewattbulb
28/06/06 @ 15:06
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Great interview, nice one.
fawe3
28/06/06 @ 15:38
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Warren Spector: My, god, if Microsoft pushed Live Arcade anymore we'd all be assigned accounts at birth!


Warren
\/
My hero
jaxon58
28/06/06 @ 15:47
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I'm surprised at him saying that Thief: DS was 'dumbed down' slightly, as i never felt that at all. To me it was the best of the Thief series and one of my all time favourite games.
BremXJones
28/06/06 @ 16:57
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Re: Shock 2 Co-op...
I think it works as a game, but it doesn't work as a narrative.

KG
kangarootoo
28/06/06 @ 18:21
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I agree, SS2 co-op was great fun but the story progression was a single player experience.

Same goes for Halo IMO. The presence of a second player increases the fun in the immediate gameplay moments (combat being the obvious one), but any co-op activity runs alongside the story rather than becoming involved with it.

His comments on the role of AI in a game are right on the money, so says me anyway. I shall avoid ranting on the subject of supposed "realistic AI", as I'm just too damn jolly.
ekko
28/06/06 @ 18:35
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SS2 co-op was always really buggy for me.

There are ways of making Co-Op games still give the illusion of choice and freedom, although I'm not sure its worth the extra effort just yet, when most single player games can't get the whole gameplay thing right at the moment.
Xerx3s
28/06/06 @ 19:02
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Warren Spector: My, god, if Microsoft pushed Live Arcade anymore we'd all be assigned accounts at birth!

Shhhhh, don't give em any idea's ;)

As for coop, well obviously you are more focussed on other elements than in single player, but a well forged gamesystem should balance that. And isn't it about having fun? So if you can have fun with 2 or more ppl, handing in some storyline isn't a bad thing imo. You could always replay it when your alone.
BremXJones
28/06/06 @ 19:03
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If I get a chance later, I'm going to write something about the idea of narrative co-op on my blog later. It's an interesting topic.

KG
Man_s
29/06/06 @ 00:34
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Amazing interview. I remember buying Deus Ex without having a good enough PC to play it on... I got a decent machine a month after that and to date I believe it's one of the best PC games I ever played.

I anxiously await Mr. Spector's upcoming projects.
faëlnor
29/06/06 @ 02:54
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By the way, System Shock 3 IS in development at EA, by the Godfather team. They might very well get reasonable at some point and cancel the project... or (what is as likely to happen as the sun exploding tomorrow) find a good narrative and gameplay lead, hire him and put him in charge of the (technically rather good) team.
Edited 1 times, most recently on 29/06/06 @ 03:55
BremXJones
29/06/06 @ 12:50
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"Rumoured to be".

Seriously, just think for a second: Why on earth would EA want to develop a sequel to Shock? How does that fit in with their business plans to renovate a 6 year old game which was never a mass market hit anyway?

(Actually, the one vaguely convincing reason I heard was they're developing it as a Spoiler game to Bioshock. But...)

KG
faëlnor
29/06/06 @ 14:33
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It doesn't make much sense to me either, unless EA got pissed off by the fact that Irrational was managing to get around THEIR licence, while making an assured-to-be-successful successor to SS.
It's quite childish and I only see EA doing this if they are ASSURED that bioshock will be a commercial success and could bring people to SS3. And unless I'm missing something, bioshock is far from being assured of success, given that today excellent, original and universally praised games can still be a commercial failure (I don't think it's even worth mentioning what game I'm thinking of).

So, in other words : I agree... but I thought the credibility of this rumor was rather high so I just assumed it was real.
BremXJones
29/06/06 @ 18:38
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I'll agree actually. The person backed it up with some more recent EA games that they're doing which could be argued as spoiler ones - just seeing what someone else is doing, and trying to do their own version of it. Not entirely convinced.

KG
daedalus2
29/06/06 @ 21:08
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I can definitely see the logic in the EA 'counterprogramming' argument.

It would make me cry, though. SS3 without Ken Levine's design direction, Eric Brosius' sound design or Terri Brosius as SHODAN would be a horrible, horrible thing to witness, much as I loved SS2. My god I loved that game.
BremXJones
29/06/06 @ 21:27
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The OTHER part of the argument is that the Lead Designer of Shock 1, Doug Church, is now at EA:LA. And Randy Smith Ex-Thief is there too.

(The counter-argument to that being that, as far as I'm aware, Church isn't particularly interested in doing that sort of game anymore)

KG
Edited 1 times, most recently on 29/06/06 @ 22:28
daedalus2
29/06/06 @ 22:10
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He might develop an interest, if the alternative is Rogue Agent 2...
Xerx3s
29/06/06 @ 22:56
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/sarcasm/

By the way, System Shock 3 IS in development at EA, by the Godfather team.

We know. It will be the shittiest game ever and a new depth in EA's history. Anyone who buys it should be shot on sight.

find a good narrative and gameplay lead, hire him and put him in charge of the (technically rather good) team.

We are still talking about EA here. The company that has huge factory halls filled with slave labour programmers that lost their soul long ago.

It doesn't make much sense to me either, unless EA got pissed off by the fact that Irrational was managing to get around THEIR licence, while making an assured-to-be-successful successor to SS.

What? EA using tactics to drive 'succes stories by originality' out of the market? Surely not. *CO-Origin lawsuit-UGH*

(The counter-argument to that being that, as far as I'm aware, Church isn't particularly interested in doing that sort of game anymore)

You make it sound as if he has a choice.

/sarcasm/
Ryuken
30/06/06 @ 08:12
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Well, EA indeed does like to 'counter' sometimes; that Project Gray Company rpg looks like Oblivion, Armies of Exigo was a pure WarCraft III rip-off, and now they have taken over Mythic (not that Warhammer Online will be a WoW copycat but you don't need extra glasses to see where Blizzard took most of their inspiration from, Warhammer looks more like a real competitor than other games in the genre).

Although, a sequel to SS2 is much harder to get 'right' than copies of the aforementioned games I think.
dryden555
30/06/06 @ 19:49
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Why is no one bringing up the fact the Spector made the highly disappointing Deus Ex 2? That was a travesty made for the XBOX and then ported to the PC. Thief 3 was only maginally less a mess.
faëlnor
01/07/06 @ 11:33
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Because everyone knows it, I guess. Still I agree, that's why I will never trust him as much as other ex-LGS guys like Randy Smith or Ken Levine.

(By the way, it's strange but I enjoyed Deus Ex 2 much more than Thief 3)
oerhört
01/07/06 @ 13:25
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Warren Spector didn't "make" Deus Ex: Invisible War. An Ion Storm Austin team, led by Harvey Smith, did. It's a team effort, and on that particular project Warren wasn't project director, so if you have to say anyone "made" the game, it'd be Harvey, i reckon.

Furthermore, you say you trust Randy Smith (as do I) but in that case, your argument is flawed, since Randy Smith was project director on Thief: Deadly Shadows, and as such, probably the most influent person on that game. And Warren held the same position as on Invisible War: Studio Director.

The problem, I believe, was just that the team wasn't experienced enough on the consoles to make those games what they could have been, or maybe the potential (large levels, little loading, real-time-lighting) just wasn't possible to fulfill with 64 MB of RAM and a GeForce 3-ish card. The Xbox sure has the power to do wide open spaces, the problem may just have been over ambition with the lighting technology for all I know.

Also of note is that Invisible War and Deadly Shadows are two high quality games. IW may not have been better than Deus Ex, but it sure was better than most other games that year. And Thief: Deadly Shadows was one of the absolute best games of 2004, definitely in the same league as Half-Life 2, Metroid Zero Mission, Paper Mario 2, Far Cry and Hitman: Contracts as far as I am concerned.

Heck, I still play it. That's always a good sign.
Edited 1 times, most recently on 01/07/06 @ 14:33
faëlnor
01/07/06 @ 18:50
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kangarootoo
02/07/06 @ 12:24
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@dryden555

"Why is no one bringing up the fact the Spector made the highly disappointing Deus Ex 2?"

Have you actually read this thread?
cyber_nicco
22/07/06 @ 02:50
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After reading the comments for both parts of this inerview, I look forward to open my still shrink-wrapped copy of DE:IW in the near future.

Yeah, I bought a lot of games that I've never even gotten around to opening - I imagine I could play just those for another year or so...

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