Deus Ex Uuh, guys... (Choosing to replay this game during Corona times was the best decision I've made) |
- Uuh, guys... (Choosing to replay this game during Corona times was the best decision I've made)
- Adam Jensen Polygon
- 50 corpses in Hengsha after a rave
- What design components from Deus Ex would you like to see iterated upon in the next Deus Ex or Deus Ex inpsired game
- (Probably) Each and every time Sarif says Adam
- Which is best?
Uuh, guys... (Choosing to replay this game during Corona times was the best decision I've made) Posted: 11 May 2020 12:20 PM PDT
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Posted: 11 May 2020 09:42 PM PDT
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50 corpses in Hengsha after a rave Posted: 11 May 2020 01:32 AM PDT
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Posted: 11 May 2020 02:17 PM PDT I would love to see the next immersive sim (or whatever genre we call Deus Ex style games) do some sort of knowledge system. I love sneaking about and reading e-mails and notes in the games and I think it would be an interesting (somewhat simple) mechanic that knowledge you gain from snooping about could be used in more places in the game. It is intrinsically rewarding learning about the world by seeing all the information people leave behind in these games but I wish I could use that information to action upon the world a bit more. Perhaps you could get a discount at a store or learn that an NPC loves fresh apples and use that to solve a problem/objective. I think a knowledge system that could give natural side-mission or additional objectives you might otherwise not do and rewards the player with more things to do as their curiosity expands their understanding of the gameworld. I would also love to see an expansion of character relationships and reputation in these sorts of games. I think games like Alpha Protocol had some good ideas (not a good execution of those ideas but good ones) in having characters having certain responses to how you play. I think that would work well with the freedom the games give players. I think it makes the game feel more reactive to the player. Maybe an Illuminati agent would respect the player's ability to sneak around go unnoticed and unseen. Perhaps different character would not enjoy the fact you're okay with using augmentations to hurt others. Whatever the case may be I think it would be rad if how you played the game change how NPC respond to you. Deus Ex has a little bit of that to a degree but I'd love to see that expanded, I think it could enrich the narrative and the experience without changing or directing the player to play one way or another. I think the "hub world" part of Deus Ex is a big feature I enjoy in Deus Ex games. I love the lived in feeling of the cities and areas. I'll love to see a more reactive city area. I don't really know how I'd like to the cities be more reactive but I think some elements of Rockstar/Ubisoft city design would be nice but nothing extreme. I don't want too much of a departure from what we have now, but something a bit more involved with to the player. What gameplay mechanics or design elements from the Deus Ex games would you like to see expanded, iterated upon, and/or fixed in future titles? [link] [comments] | ||
(Probably) Each and every time Sarif says Adam Posted: 11 May 2020 05:34 AM PDT
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Posted: 11 May 2020 01:56 AM PDT |
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