Screw him. First E3 reveal: LOVED the game. I was a little worried about the combined stats and 5 hexes in the corner. Next year, a bit more hidden. On 4 Xboxes and 2 PCs. Right there I knew it was doomed.
http://pc.ign.com/articles/444/444433p1.html?fromint=1
Read that. It's the post mortem and Spector talking about the consolization. Basically he reveals that the original one was not what he envisioned, and that he's a complete frigging dumbass. He actually says they never once considered a circular UI would be a waste of space. WHAT?! Jesus, the fact that the first one was any good is a modern wonder. When that was originally posted on IGN, I made a big type up on G4TV's forums about how dumb he is quoting a bunch of phrases.
It's posted below:
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True confessions time - I'm not just a PC gamer. Never have been and doubt I ever will be. I've always owned every gaming platform available, always played both console and PC games. What's more, I've always wanted to work on a console game. There. I said it.
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Congratulations Warren, but you seem to forget you are still making a PC game as well.
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The publishers I talked to all said, "Make a big PC roleplaying game - that's what everyone wants and expects."
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Yeah, and guess what? It sold and it was good. It worked. If you want to change it, don't make a sequel, make a whole new series.
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I don't think you have to dumb down the experience or make a game more action-oriented or less thoughtful for console gamers
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This is the stupidest thing he's ever said, as he CONTRADICTS HIMSELF in the process.
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And I still don't see the huge difference in playing a game on a TV, in a living room, while sitting on the couch as compared to sitting inches away from a computer monitor somewhere else in the house.
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Bigger keyboard, less distractions, bigger field of view, better control. Hell, YOU ADMIT THE DIFFERENCES YOURSELF.
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There just aren't a lot of similarities between a PC keyboard/mouse combination and a console controller.
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But you said there's not a huge difference? Hypocrite.
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In particular, player character turning speed has to be tuned completely differently depending upon what input device you're using and auto-aiming, crucial to a successful action game on console, isn't even necessary on a PC.
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But you just HAD to leave auto-aiming AND rumble in the PC version, too, huh?
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We decided that some of the complexity associated with the UI in the first Deus Ex game actually didn't contribute to our core gameplay AT ALL.
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Funny, everyone I talk to thinks it's unique and a great way to manage items.
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The UI decisions we made clearly benefited the console version, we made no decisions that we thought would compromise our core gameplay. And we would have made the same decisions even if the game had been PC-only.
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Bulls***. That's a flat out lie and you know it. No self-respecting designer would ever not make use of the mouse. THE FIRST GAME USED IT. It worked! WHY CHANGE IT?
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The end result of this was a simpler system for players on console AND on PC that accomplished exactly the same design goal we'd set for ourselves in the original PC title.
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Congrats, you dumbed it down for the PC version and are proud of yourself.
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Why NOT let them install a biomod immediately, without having to find a medbot or go to a separate UI screen to do so? Happily, this decision allowed us to eliminate a UI screen.
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So it wasn't about the player, it was about DUMBING IT DOWN.
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We rolled the augmentations and skills systems of the first game into a single "biomods" system, eliminating the UI subscreen associated with skills (and all the classic-RPG number-crunching associated with that system). Yes, we did this to make the game more accessible. We didn't WANT players worrying about ways to increase their marksmanship by 10%...
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. . .
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we would have made this design decision even if we'd been a PC only game.
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Hahahaha, NO.
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Among the more controversial decisions we made, one some players see as making the game more consoley and less PC-ish, was to go with a single ammunition type
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Yeah, it's STUPID and an easy way out to balance the ammo load in the game.
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Some people have assumed that this change 'simplifies' strategic gameplay. In my experience, it actually makes the game more difficult, maybe even more hardcore!
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No, it makes it foolish and nonsensical. In games, players always have to manage multiple ammo types. This is a step backwards and dumbs everything down, unless you can care to explain how a sniper bullet can be made from the same material as a rocket in the future, but not just explode on impact everytime. This doesn't even mention the lack of reloading, which logically saves a button, thus dumbing it down.
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Another aspect of the Invisible War UI that's met with mixed response is the SHAPE of it! (Who'd have thought anyone would care? I'm truly amazed.)
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Yeah, who would care about something you're going to be spending the next 15-20+ hours staring at?
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The fact that a circular HUD didn't match the shape of a monitor screen or that it would "eat up screen real estate" didn't occur to me
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You're a moron.
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However, in response to comments from some PC players, we're looking into a patch that will move the UI elements all the way to the outer edges of the screen, to free up some space in the center of the screen, where most of the action is.
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Congratulations. This is the first smart thing the game has done.
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A little less obvious (and a little less clear-cut) is how we dealt with memory limitations.
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Oh, this is good folks, you're going to love how he dealth with it.
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Basically, developing a single game for PC and console meant designing maps to meet the more restrictive platform -- that is to say, the Xbox. Powerful a piece of hardware as it is, the Xbox has only 64megs of RAM, putting some significant constraints on map size, most notably, which means
the PC version probably has more map loads than it might if we hadn't concerned ourselves with the Xbox
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I think he speaks for himself.
I could go on, discussing indestructable lighting, poor ai, and many other design issues they just decided to ignore, but I think Spector himself has convinced me he has no design ability whatsoever. If you have anybody on your show to promote this game, pity them.