Who was there: Eidos Montreal lead writer and game designer Mary Demarle narrative delivered a Tuesday morning presentation titled “Building the Story-Driven Experience of Deus Ex:. Human Revolution”
What they talked about: Demarle opens with a disclaimer, saying that they do not like to spoil all the stories, but that there are some in her presentation. That out of the way, she recapped what Deus Ex: was human revolution all about: set a story-heavy, but open-action role-playing game in the near future, where mankind how to use technology is to improve its own numbered biology. In addition, Demarle said there was a focus on development opportunities for players, not only in how they play the game, but how they develop protagonist Adam Jensen, and how they evolve humanity.
Decisions to the players was the hardest part, said Demarle. The studio was to reveal meaningful decisions, the players side quests on their decisions, the things about Jensen or the world of Deus Ex, with branching plot lines and an abundance of dialogue would be totally dependent on a player the previous decisions.
“It is an enormous amount of branching, which is going on, which leads to a really important question,” said Demarle. “How do you know in a story-driven game, branching paths that merge into a coherent narrative?”
The response was available from the beginning a narrative designer, said Demarle. Their task was to know the game and understand the director to fulfill the goal of the game and a story about this, please write to work. As conflicts arise in the course of development, it is the narrative designer’s task to work with all other departments in the team to communicate the vision of history. If all goes this vision, they can own their creativity and their specific specialty to advance the vision in the best way.
However, Demarle said only with the position does not guarantee that history will coalesce into a coherent final product. To achieve this, the team developed a “blueprint” process that starts with the definition of the game concept. The game is a director, producer, lead designer and art director met early on the foundations on which the rest of the game would be built basket. The four developers moved into an office they called hammered “the fish tank” and the game design.
Demarle showed the initial pitch glides Human Revolution developers are used to obtain the green light from Eidos. The film focuses on selection, the setting, the properties and Adam Jensen’s role as a mechanically enhanced agent embroiled in a corporate war that will determine the fate of the world. Character interactions that included the multipath level design philosophy, and the four pillars of gameplay (combat, stealth, hacking, and social approaches) were all from the beginning, there was a high-level summary of the story.
Originally, the game’s story, the hero works as a security specialist at a company when commandos abduct the scientists protect it actually is. He adds, to retrieve the scientist and finally learns of a plot to kill people and Augmented recognizes that its mechanical advantages also its Achilles heel. While some details changed along the way, said the blueprint Demarle the high-level story summary in place had before they came on board.
The game is the theme of transhumanism was originally, by the offer included “Nature is what we are put in this world to rise up.” However, Demarle said one of the first problems they noticed with the game, as they came on board, was that the gameplay theme (choice and consequence), take on history. Their solution was to change the story topic to dwell on the question “Why we do what we do?” Each main character has a different desire for control – whether it is in control of the market, the Company or its own decisions – which was used to determine the question of why the people who make decisions they investigate.
That made for a great story, but said the story Demarle still needed to more deeply connected with the gameplay. During the pre-production technology, art direction, sound design and gameplay were all developed independently. An essential part of the blueprint was then force the pieces to work together.
Demarle pointed to the level of the Detroit game, a story element with Jensen removing anti-augmentation extremists held hostage has a production facility. Have on a gameplay level, players would be to infiltrate the system, a prototype secure, and take the extremist leaders, each of these objectives with its own set of tasks.
By breaking down each of these tasks, said Demarle made it clear how each part of the sequence should be treated by the possibilities that are offered (and the consequences of those decisions) to the scripting events, cutscenes and gameplay focus of each segment . Demarle showed the Excel document, as the final blueprint, which was essentially created the entire game, and pass on what story points, though the specific criteria and conditions in the gameplay served game at any time during the game.
The entire team would then go through the blueprint, which work together to ensure that each department have been complied with. It was difficult, said Demarle, and it meant no group ever would on their way. However, if their authors and do not get Demarle to exactly the story of how she wanted to say, because the gameplay designer was to serve an action sequence at a certain point the stimulation needs, at least everyone would understand why. Cross-department communication, how to promote this throughout the entire development to ensure that all aspects of the game worked, and Demarle stressed that allows everybody to their own know-how and creativity to bring the game.
She gave a few examples of how the anti-terrorist augmentation, which had originally attracted to the art department in the medieval-style armor. While the group looked cool, the animators said the design would not move properly in practice, while the authors questioned how the group could afford impoverished criminals capable of the complicated equipment. The artists then came back with another approach that met the concerns of the writers and animators, but still the medieval theme, albeit with a monk-like robes and hairstyles.
In the audience Q & A session was part of the Demarle about why human revolution is often criticized boss battles do not give the players the same breadth of choices that they asked at another point in the game. She pointed out that the outsourcing studio to do a great job, they were told had to do, but recognizes the ambition of the project, the developer simply no time to achieve all their goals, and the boss fights fell short as a result.