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	<title>Comments on: Why Deus Ex Is Important</title>
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	<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/</link>
	<description>A Programmer's View of Game Design, Development, and Culture</description>
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		<title>By: A Decade of Deus Ex &#171; Double Buffered</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-1141</link>
		<dc:creator>A Decade of Deus Ex &#171; Double Buffered</dc:creator>
		<pubDate>Wed, 23 Jun 2010 08:22:48 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-1141</guid>
		<description>[...] Why Deus Ex Is Important [...]</description>
		<content:encoded><![CDATA[<p>[...] Why Deus Ex Is Important [...]</p>
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		<title>By: Alan</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-485</link>
		<dc:creator>Alan</dc:creator>
		<pubDate>Mon, 06 Apr 2009 22:55:15 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-485</guid>
		<description>Answer to Slab - I got a PC copy of Deus Ex for no money (few pounds/dollars) and play it on my Intel Mac running windows vista - I&#039;ve used that solution for lots of old games I used to play on OS9</description>
		<content:encoded><![CDATA[<p>Answer to Slab &#8211; I got a PC copy of Deus Ex for no money (few pounds/dollars) and play it on my Intel Mac running windows vista &#8211; I&#8217;ve used that solution for lots of old games I used to play on OS9</p>
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		<title>By: J.</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-353</link>
		<dc:creator>J.</dc:creator>
		<pubDate>Sat, 13 Dec 2008 04:18:06 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-353</guid>
		<description>I still get in trouble in Austin for saying anything close to &quot;Deus Ex 2 sucked&quot;. Sigh. :)</description>
		<content:encoded><![CDATA[<p>I still get in trouble in Austin for saying anything close to &#8220;Deus Ex 2 sucked&#8221;. Sigh. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Of Fallout and Far Cry &#171; Double Buffered</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-331</link>
		<dc:creator>Of Fallout and Far Cry &#171; Double Buffered</dc:creator>
		<pubDate>Sat, 01 Nov 2008 07:55:54 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-331</guid>
		<description>[...] Comments (RSS)       &#171; Why Deus Ex Is&#160;Important [...]</description>
		<content:encoded><![CDATA[<p>[...] Comments (RSS)       &laquo; Why Deus Ex Is&nbsp;Important [...]</p>
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		<title>By: JZig</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-324</link>
		<dc:creator>JZig</dc:creator>
		<pubDate>Wed, 22 Oct 2008 17:53:36 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-324</guid>
		<description>Wolfe, choice is totally essential to the concept of a game. Sometimes it&#039;s simple reflex decisions, but if you drop all decisions you get a screen saver :)

Indigo Prophecy/Fahrenheit is a good example of a game where the choices are basically entirely in the story. The quick time events could have been removed, and it&#039;s still a game with lots of interesting choices.</description>
		<content:encoded><![CDATA[<p>Wolfe, choice is totally essential to the concept of a game. Sometimes it&#8217;s simple reflex decisions, but if you drop all decisions you get a screen saver <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Indigo Prophecy/Fahrenheit is a good example of a game where the choices are basically entirely in the story. The quick time events could have been removed, and it&#8217;s still a game with lots of interesting choices.</p>
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		<title>By: JZig</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-323</link>
		<dc:creator>JZig</dc:creator>
		<pubDate>Wed, 22 Oct 2008 17:48:18 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-323</guid>
		<description>Kldran,

Yeah, I think the fact that it&#039;s a set of triggers instead of a tree is a big part of why the structure feels so open. It&#039;s not a &quot;Branching&quot; storyline in the traditional sense.

I also totally agree that some of the sections weren&#039;t nearly as good as others. My recollection of the lame bits has faded over time, but it would be stronger if those got dropped (I&#039;m looking at you, pointless and long sub base).

I think the structure of the endings was explicitly set up so people would want to wait until the sequel to get closure, and help build anticipation. That tactic was somewhat successful, and if DX2 hadn&#039;t sucked, it would have provided the proper epilogue to DX1.</description>
		<content:encoded><![CDATA[<p>Kldran,</p>
<p>Yeah, I think the fact that it&#8217;s a set of triggers instead of a tree is a big part of why the structure feels so open. It&#8217;s not a &#8220;Branching&#8221; storyline in the traditional sense.</p>
<p>I also totally agree that some of the sections weren&#8217;t nearly as good as others. My recollection of the lame bits has faded over time, but it would be stronger if those got dropped (I&#8217;m looking at you, pointless and long sub base).</p>
<p>I think the structure of the endings was explicitly set up so people would want to wait until the sequel to get closure, and help build anticipation. That tactic was somewhat successful, and if DX2 hadn&#8217;t sucked, it would have provided the proper epilogue to DX1.</p>
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		<title>By: Kldran</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-322</link>
		<dc:creator>Kldran</dc:creator>
		<pubDate>Wed, 22 Oct 2008 09:56:57 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-322</guid>
		<description>*spoilers ahead*
I noticed that much of the game is built on multiple triggers, with lots of little speech events determined by small decisions/actions made in the game. The triggers are often very simple based on whether or not you met a certain condition (like killing Lebedev or not), but unlike most modern games, it&#039;s not a tree. Because each trigger is separate from the others, it feels more natural. It&#039;s possible for example to get the &quot;I can&#039;t believe you killed Agent Navarre&quot; and the &quot;glad you obeyed your orders&quot; at the same time, despite these actions being aimed at somewhat opposite goals.

One thing I rather disliked in Deus Ex was how it vacillated between sections with lots of freedom (often 3-5 different ways to progress, along with several side stories available) and sections that felt very railroaded. (It&#039;s impossible to stay loyal to your boss and try to change things from inside). Too often the sections with awesome amounts of choice would be suddenly followed by a railroaded section with no choice at all. It felt very jarring.

P.S. when I first reached the big decision point, I knocked out Lebedev with the riot prod and carried his body back to the boss (to prevent my partner from killing him). Unfortuneately, the game couldn&#039;t tell the difference between dead and unconscious.

Personally, my biggest complaint with the endings was the fact that it didn&#039;t feel like I got any closure. It seemed like I was left wondering what happened next. Needs an epilogue.</description>
		<content:encoded><![CDATA[<p>*spoilers ahead*<br />
I noticed that much of the game is built on multiple triggers, with lots of little speech events determined by small decisions/actions made in the game. The triggers are often very simple based on whether or not you met a certain condition (like killing Lebedev or not), but unlike most modern games, it&#8217;s not a tree. Because each trigger is separate from the others, it feels more natural. It&#8217;s possible for example to get the &#8220;I can&#8217;t believe you killed Agent Navarre&#8221; and the &#8220;glad you obeyed your orders&#8221; at the same time, despite these actions being aimed at somewhat opposite goals.</p>
<p>One thing I rather disliked in Deus Ex was how it vacillated between sections with lots of freedom (often 3-5 different ways to progress, along with several side stories available) and sections that felt very railroaded. (It&#8217;s impossible to stay loyal to your boss and try to change things from inside). Too often the sections with awesome amounts of choice would be suddenly followed by a railroaded section with no choice at all. It felt very jarring.</p>
<p>P.S. when I first reached the big decision point, I knocked out Lebedev with the riot prod and carried his body back to the boss (to prevent my partner from killing him). Unfortuneately, the game couldn&#8217;t tell the difference between dead and unconscious.</p>
<p>Personally, my biggest complaint with the endings was the fact that it didn&#8217;t feel like I got any closure. It seemed like I was left wondering what happened next. Needs an epilogue.</p>
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		<title>By: slab</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-321</link>
		<dc:creator>slab</dc:creator>
		<pubDate>Wed, 22 Oct 2008 01:12:32 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-321</guid>
		<description>Mmm, yeah, Deus Ex was a good game. Though one thing that bugged me was that the &#039;ending&#039; that you got was really only based on who you allied with in the last level.

Shame it won&#039;t run on OS X on Intel; it&#039;d be nice to play through it again sometime.</description>
		<content:encoded><![CDATA[<p>Mmm, yeah, Deus Ex was a good game. Though one thing that bugged me was that the &#8216;ending&#8217; that you got was really only based on who you allied with in the last level.</p>
<p>Shame it won&#8217;t run on OS X on Intel; it&#8217;d be nice to play through it again sometime.</p>
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		<title>By: Wolfe</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-320</link>
		<dc:creator>Wolfe</dc:creator>
		<pubDate>Tue, 21 Oct 2008 13:03:21 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-320</guid>
		<description>Can you say that choice is integral to the definition of game?

If the choices actually affect the story then the story is a game in itself, if not the story become something else. Maybe theme.</description>
		<content:encoded><![CDATA[<p>Can you say that choice is integral to the definition of game?</p>
<p>If the choices actually affect the story then the story is a game in itself, if not the story become something else. Maybe theme.</p>
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		<title>By: Darius K.</title>
		<link>http://doublebuffered.com/2008/10/20/why-deus-ex-is-important/#comment-319</link>
		<dc:creator>Darius K.</dc:creator>
		<pubDate>Mon, 20 Oct 2008 18:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=80#comment-319</guid>
		<description>I agree completely. I didn&#039;t know about the 4th way to end the Lebedev scenario, either! DX is truly the game that keeps on giving.</description>
		<content:encoded><![CDATA[<p>I agree completely. I didn&#8217;t know about the 4th way to end the Lebedev scenario, either! DX is truly the game that keeps on giving.</p>
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