Verno wrote on Aug 16, 2011, 09:42:
I don't know where you're getting that from, a lot of the old interview stuff I've read from members of the DX1 team indicates the game was largely a happy accident. So many aspects of the game were completely unintended, a lot of the development was very loosely formed by disparate small teams with little oversight. It's kind of a miracle the game turned out as well as it did, it was a product of its time in many ways. Many aspects of Deus Ex don't hold up very well on their own either, it's very much a sum of its parts experience.
The Ion Storm Austin team had overarching design principles that drove them. As evidenced in previous games that the team worked on: Ultima Underworld, System Shock and Thief, these were not all happy accidents.
Check the Arkane manifesto - that's what I'm talking about. They have a solid idea of what they want to achieve. What's the design ethos of Eidos Montreal?