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Deus Ex conversations

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Image credit: Eurogamer

Explaining the problems of writing conversations for the first person RPG "Deus Ex", script writer Sheldon Pacotti commented in an interview with Speedy3D that "players are an unpredictable bunch".

"In the early stages I often fudged a dramatic situation, assuming that the player would be a good guy and try to rescue who he was supposed to, but inevitably a bug would come back saying "I killed Sandra, but then her Dad acted like JoJo did it!" Players have a ton of freedom in the Deus Ex engine. They can kill NPCs who have important conversations, or scare them off to the other side of the map. It took quite a while to work out all of the odd things that could happen."

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