Deus Ex: Human Revolution Q&A

A GameSpy Reader Q&A talks with Deus Ex: Human Revolution designer Antoine Thisdale about the upcoming action/RPG prequel and includes a recent IGN trailer where Thisdale answers other questions and shows off some gameplay footage. Here's his explanation of why they did away with weapon skills:
That's a very good question, and I have a very good answer. We wanted combat to rely on player skill, and not the fictional character's skill. We wanted to avoid the possibility of just buying the skill for sniper rifles, then you never use a sniper rifle, and later in the game you pick it up because, hey, that's going to be good for this situation -- and you take everyone down because you [bought the skill]. Also, one of the reasons for the skill system not being used is because it really portrays nanotechnology as mechanical. It's more about learning to physically use your body and use the mechanics that go with it, more than a skill-based system. It's kind of the same idea; we just spin it in a different way. But we didn't want it to directly affect combat with weapons. That was a very early choice, specifically because we wanted players to actually train with the weapons.
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Aug 16, 2011, 10:32
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Re: Deus Ex: Human Revolution Q&A Aug 16, 2011, 10:32
Aug 16, 2011, 10:32
 
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?
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