Deus Ex 2 Q&A on GameSpot
is actually a lengthy conversation on the development of this first-person action RPG by ION Storm, interrogating studio director Warren Spector and project leader Harvey Smith. They talk about their roles on the project, the development phase the game is in now, how it relates to the original ("at the start of Deus Ex 2, 15 years have passed since the end of Deus Ex."), how they aim to expand on the freeform gameplay with new features, enhanced physics and other improvements, how much of the game's technology is new, and the proverbial more. In related news, there's a brief, hands-off Deus Ex 2 preview
on ActionTrip which also mentions a tentative Spring 2003 release, but that is already implicitly dismissed by a comment from Warren Spector in the interview ("Completion date? I don't think we're quite ready to talk about that yet."). Here is an excerpt on their decision to forego multiplayer in the game:
GameSpot: Though Deus Ex shipped as a single-player game, Ion Storm released a free multiplayer add-on some months later. How was it received? Will Deus Ex 2 have multiplayer out of
the box, and if so, what will it be like?
Warren Spector: The multiplayer patch was well received, if not as widely played as we might have hoped. Everyone who played it and took the time to tell us about his or her experience seemed to
appreciate how different the Deus Ex multiplayer experience was from the rest of the multiplayer games out there. And that was our goal, really. We wanted to see if our character and experience differentiating gameplay tools worked as well in a multiplayer setting as in a single-player one, and we got the answer we were hoping for. Having said that, the work involved in creating a genuinely unique multiplayer experience and in supporting a multiplayer community turned out to be...significant...and we need to keep our focus on the single-player experience. There's a petition out there right now asking us to do multiplayer versions of our future games, but I really think we're better off--and players are better served--if we focus on what we do best, which is providing a first-rate, single-player, story-based, character-driven experience.