Evening Q&As

  • Deus Ex: Invisible War
    The Deus Ex: Invisible War Q&A on Computer and Video Games interrogates a few of the folks behind development of Deus Ex: Invisible War, ION Storm's upcoming RPG sequel, learning: "We are in the final stages of development and testing. Tuning and balancing the game to make it as fun as possible, we are basically wrapping up the loose ends and putting a fine coat of polish on the game. Invisible War will be available in early December on both Xbox and PC."
  • Contract J.A.C.K.
    Jolt.co.uk's Contract J.A.C.K. Q&A is their conversation with Monolith's Craig Hubbard about their upcoming NOLF 2 prequel. They discuss gameplay, the story, gadgets, the game engine, and more.
  • Max Payne 2
    There's a Q&A with Sam Lake on IGN talking briefly with the Remedy Entertainment writer who served as the model for the hero in the original Max Payne. There is also a Max Payne 2 Update GameSpot that likewise features some quotes from Sam about the now-gold shooter sequel.
  • Dragon Empires
    RPG Vault's Dragon Empires Q&A #35 talks once again with Peter Tyson of Codemasters, discussing exploration and crafting in their upcoming MMORPG.
  • Darkfall
    The Erik Johansen Q&A on Darkfall Warcry talks with the network programmer on the upcoming MMORPG about the technology they are using to try and permit for an unprecedented number of simultaneous players.
  • Anito
    The Anito Q&A on Gamers With Jobs talks with Luna Cruz, story writer at Anino Entertainment about Anito: Defend A Land Enraged, an unheralded RPG in the works in the Philippines.
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No cutscenes?
Oct 8, 2003, 11:27
3.
No cutscenes? Oct 8, 2003, 11:27
Oct 8, 2003, 11:27
 
From the article

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Money: The great thing about a Deus Ex game is the player can really tell his or her own story. We provide a fictional outline and set up goals within that story, then let the player do things how they want, when they want.
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Can I hope that Deus Ex is a game that doesn't utilize cutscenes? If they have it, then what Money say isn't strictly true, and if they don't have it, the game might be important to raise more awareness for the need to develop interactive storytelling techniques - a lesson that quite incredibly has been overlooked in Half-Life.

Further: It is an interesting point that RPG-elements may be needed to develop interactive storytelling, but I think RPG-style skill interfaces are the wrong way to do it. Such interfaces have no real-life equivalents and are most likely a distraction for most players. The skills should either be developed automatically or as a result of direct external interaction, rather than interface interaction.

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Oct 8, 2003Oct 8 2003
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No cutscenes?
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