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Archived from groups: rec.games.roguelike.development (More info?)
David Damerell wrote:
> Quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>
>>Ugly :-(. And DeusEx 1 was brilliant IMHO...
>
>
> Pfui.
>
> First of all, the plot covered _every_ trite conspiracy theory cliche.
Ok, I agree with that one. I almost exploded with laughter when I first
stumbled upon "the grays".
> Sheesh. I'm a fan of light plots, as you know, but if there's one way to
> really make a heavy plot work, it's not having the player wince as he's
> endlessly subjected to the equivalent of being told to march across the
> <place> to drop the <magic item> into the <destructive force> to beat the
> <evil magic dude>.
Well, I consider DeusEx an FPS. And for a FPS it's quite a decen RPG ;-).
> Secondly, the protagonist is hoplessly inept at nearly everything for most
> of the game. Fortunately, to offset that, the "more than one way to do it"
> translates into the same ways in every level; you can always rush in and
> shoot everyone, you can always hack the security system and open the
> doors, there is always an air duct leading from the outside to the inside,
> there's always a blue Post-it note with the password under a desk
> somewhere. The promise wasn't delivered on; a genuinely "more than one
> way" situation - which we see sometimes in roguelikes - provides tools,
> but doesn't have a tightly plotted way to use each tool.
But still it's an achievement compared to the traditional FPS.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"The name of GenRogue, has become a warning against excessively
complex design." -- RGRD FAQ
David Damerell wrote:
> Quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>
>>Ugly :-(. And DeusEx 1 was brilliant IMHO...
>
>
> Pfui.
>
> First of all, the plot covered _every_ trite conspiracy theory cliche.
Ok, I agree with that one. I almost exploded with laughter when I first
stumbled upon "the grays".
> Sheesh. I'm a fan of light plots, as you know, but if there's one way to
> really make a heavy plot work, it's not having the player wince as he's
> endlessly subjected to the equivalent of being told to march across the
> <place> to drop the <magic item> into the <destructive force> to beat the
> <evil magic dude>.
Well, I consider DeusEx an FPS. And for a FPS it's quite a decen RPG ;-).
> Secondly, the protagonist is hoplessly inept at nearly everything for most
> of the game. Fortunately, to offset that, the "more than one way to do it"
> translates into the same ways in every level; you can always rush in and
> shoot everyone, you can always hack the security system and open the
> doors, there is always an air duct leading from the outside to the inside,
> there's always a blue Post-it note with the password under a desk
> somewhere. The promise wasn't delivered on; a genuinely "more than one
> way" situation - which we see sometimes in roguelikes - provides tools,
> but doesn't have a tightly plotted way to use each tool.
But still it's an achievement compared to the traditional FPS.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"The name of GenRogue, has become a warning against excessively
complex design." -- RGRD FAQ