DX2: Invisible War Q&A, Preview

Building an Invisible War on GameSpy.com chats with Ricardo Bare and Harvey Smith of ION Storm about the original Deus Ex and its upcoming sequel. The extensive Q&A covers principles of game design, the reasons for some of the choices made in designing these games, working with the Unreal engine, and more. Also, the DX Invisible War Preview on PC.IGN.Com is based on getting to visit ION's offices in Austin, TX to check out progress on the project. The article describes the concept behind the game, offers some first-hand impressions of what they got to see, and offers several quotes from Harvey Smith.
View : : :
14.
 
Emergent narrative
Feb 14, 2003, 06:18
14.
Emergent narrative Feb 14, 2003, 06:18
Feb 14, 2003, 06:18
 
"Emergent narrative" - it seems to me that this should be a key concept in the next stage for the first-person-shooter.

I often wonder how the genre will solve the problem with having a "story" and being interactive. The concept of story is by definition linear, while the notion of being interactive tends toward non-linearity.

As hinted in the interview, the apparent contradiction is solved by the introduction of *simulation*. This introduces the distinction between ex ante narrative and ex post narrative, and while the former is incompatible the full ambition of interactivity, the latter goes very well with it. Come to think of it, all the stories that matters most to us, are the ones that have a story line ex post - in other words those that came to be in the real-life simulation of our own natural environment.

Perhaps the ultimate goal for the genre should be a game that is pure simulation. The game merely sets up a setting, much in the same way that going to Iraq right would have the potential for an emergent narrative for the individual who did.

Date
Subject
Author
1.
Feb 13, 2003Feb 13 2003
2.
Feb 13, 2003Feb 13 2003
3.
Feb 13, 2003Feb 13 2003
4.
Feb 13, 2003Feb 13 2003
6.
Feb 13, 2003Feb 13 2003
5.
Feb 13, 2003Feb 13 2003
7.
Feb 13, 2003Feb 13 2003
8.
Feb 13, 2003Feb 13 2003
9.
Feb 13, 2003Feb 13 2003
10.
Feb 13, 2003Feb 13 2003
11.
Feb 13, 2003Feb 13 2003
12.
Feb 14, 2003Feb 14 2003
13.
Feb 14, 2003Feb 14 2003
 14.
Feb 14, 2003Feb 14 2003
Emergent narrative
15.
Feb 14, 2003Feb 14 2003
16.
Feb 14, 2003Feb 14 2003