You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
T3 was ported to xbox and we know how well that ended. for everybody.
T3 was written FOR the Xbox. If it had just been a port the PC version would have been better. Slightly. Still the same semi-competent team so let's not expect too much of them.
Invisible War was the poster child of "dumbed down for consoles" for a very long time. They wanted to make it "accessible" to every shmoe playing it on their couch with a gamepad in one hand and a beer in the other. Simplified hacking, simplified upgrades, simplified inventory, simplified levels, simplified everything.
and friggin' UNIVERSAL AMMO. a rocket launcher consuming the same resource as a pistol. I kid you not.
Deus Ex on PS2, whilst having smaller levels broken into chunks and health being a single value (instead of legs, arms etc) STILL had leaning (yes, leaning on a Dual Shock), body searching, moveable bodies, inventory, skill system, etc from the PC version, as well as USB keyboard & mouse support too! As voodoo47 said, the standard/common option at the time was to have a PC version, with a console port developed separately by another team, but if you *had* to make a simultaneous release with only one team, their previous PS2 port shown you can have those features on a console game.
I remember a very old Warren Spector interview where he admits that Harvey Smith came up with many of the widely disliked decisions, particularly universal ammo. His reaction was "Universal ammo? That doesn't sound like a good idea but I was too nice to tell Harvey 'no' as he was the head designer, so I let him do it", which he says was a mistake in hindsight. I don't know whether publishers also put pressure on Warren to vastly over-simplify stuff (very likely), or if he'd simply told Harvey "No universal ammo, we also need an inventory & skills at the bare minimum!", then we'd have gotten those in the final game...
Console gamers aren't inherently stupider (or smarter) than PC gamers
The only reason I can see that the developers might have wanted to dumb down Invisible War's gameplay...
I didn't know that, thanks. Sounds a little like the Duke Nukem Forever saga, where nobody ever said to George Brusard "No, let's stop adding new stuff, and just finish what we've got planned, then release the game."
Kieron Gillen: From what I've seen, Deus Ex: Invisible War is very much about streamlining. Some people before they sit down and play it don't really understand. They go "They've lost the skills... so it's not as deep". Which is obviously insane: complexity is not the same as depth. To choose an example which I haven't seen anyone talking about online yet, is the choice to go for a single ammo reservoir for all weapons rather than dozens of them, specific for each weapon. Can you talk about the thought process behind that?Warren Spector: That's another ulcer Harvey [Smith, Project lead on Deus Ex: Invisible War -Ed] gave me. Oh my Gosh!Okay - is making a plan about whether to shoot and which weapon to use, based on "How much Ammo do I have?" or "This weapon takes a .357 round and that one takes a 7.62 round and this one takes a... oh, who cares?" All the decisions we made on the design side of Invisible War, and on the tech side, were based on what is required to meet our core gameplay needs.Differentiated ammo types? I personally think that's a way of grounding the game in reality. Players, even normal human beings, know that there's a bunch of different kinds of ammo in the world. That's an invisible way of sucking the players into the world. Harvey and team disagreed.Did I think that was important enough to say "No... you must do this?" Obviously not. We'll see how that plays out. I'm a little worried about that too...Warren Spector: We're trying to remove barriers to belief. Trying to remove barriers to action, trying to remove barriers to plans. That's true. I would call Invisible War a more sophisticated game. Deus Ex was like early automobiles. They didn't know what they were doing! They were putting Wagon Wheels on this, and a steam engine and... they were making stuff up! And that's where we were in Deus Ex. Invisible War is a very calculated attempt to streamline and make more sophisticated.
Jonric: What are the main lessons you learned in making Deus Ex and also in making a console version that have help you most in the creation of Invisible War?Matt Baer: Well, Deus Ex was conceived as a PC game with no intention of heading to a console. But we decided to do a PS2 version of the game, and it was obvious that this was going to be no small task. For one thing, PCs generally have much more memory than consoles. So, we had to optimize our systems and content to fit in a very small memory footprint. Then, we had performance problems. We had to do a lot of custom coding in order to really tap into the power of the console. And finally, the interface was a huge issue. Consoles really force you to think about your interface and make it as streamlined as possible, otherwise your game suffers dramatically. We pretty much had to throw out the PC interface and come up with something entirely new.So, when we started working on Invisible War, we targeted the console from day one. This time it wasn't an afterthought. Every decision we made along the way considered that we would be running on a console. And I think you'll notice the difference.Ricardo Bare: I think accessibility is something really important that we've been trying to get better and better at. How do we provide a great Deus Ex gameplay experience and at the same time make it easier for the user to get into? Working on a console imposes some interesting constraints that force you to think about these things - and the benefits of that thought process make for a better PC game as well, I think.Jonric: In some minds, accessibility and "dumbing down" are related or even synonymous. Would you care to comment on this in relation to Invisible Wars?Ricardo Bare: We've gotten better at providing the same gameplay but simplifying the process for getting at it. Some people think that in order make a game easier to play, you've got to make the game 'dumber' or less complex. This is a fallacy of the either/or variety. Deep gameplay and simple interface / reduced learning curve are not mutually exclusive options.Sometimes, there is tension between those two objectives, but you generally do not have to sacrifice depth of gameplay to gain accessibility. There are examples of games that have simple gameplay but are unnecessarily hard to use or learn, and games that have deep gameplay but are easy learn and play. So in summary, I think for Invisible War, we've succeeded in making much of the game more accessible than previous Deus Ex games, but there is still a lot of room for improvement...
maybe not now, but late 90ties and early 2000s you had to keep the computer going yourself, so the tech knowledge of an average pc gamer had to be fairly high. whoever didn't want (or was not smart enough) to deal with that bough a console - limited, more expensive, no mouse and keyboard, but you just plugged it in and it worked.
either way, whatever they were thinking, we ended up with something that would be better off erased from the timeline.
If that's the only reason you can see, that's a "you" limitation.Here's a crazy idea: Maybe the developers of Invisible War had a certain stereotype of console gamers in mind when they were making Invisible War, and so designed it to cater to that stereotype.
Back when IW was nearing release, there was a Warren Spector interview where he said something like "This game was designed for consoles first, and I think players will be able to tell." Hoo boy yes we could.
I was actually thinking about how to maybe salvage the game somehow back in the day (similarly to how T3 Gold+Sneaky update are salvaging T3), but.. there just isn't anything worth salvaging. hence, "proclaim everything but DE1 not canon and just start from square one". or rather, square two.I actually hope this will happen at some point. I mean, it's not that crazy of an idea.
Can you give a link for that please?