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.
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Re: Emergent narrative
Feb 14, 2003, 10:41
16.
Re: Emergent narrative Feb 14, 2003, 10:41
Feb 14, 2003, 10:41
 
Sound interesting... I don't play much simulations, so I don't really know about it. Perhaps I should have

Still, perhaps an important point is that game developers are guided by a "picture" of a game should achive. NOLF and Unreal II is clearly guided by the traditional linear narrative. Thinking of the ideal game as an emergent narrative might inspire other technical solutions. Your suggestion, if feasible, would certainly enable a very different shooter.

Or another wild suggestion: what about dynamically generated world that does not depend on traditionally designed levels? Like autogenerated maps in SOF - just expanded to generate a set of levels the size of a real-life world. =)



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  Re: Emergent narrative