This is exactly what I have been fearing for a long time, although I had forgotten the term and I did not even know exactly what I feared. It wasn't linearity, because there would be multiple paths and solutions... but there was something. Not being in control. Only being able to do what the devs want you to do (but then I thought: isn't that what DX did too? You showed me it wasn't).Jonas wrote:My suspicion that EM may be missing the point of emergent gameplay (which was one of the central points of Deus Ex's design, and indeed the central point of the Looking Glass school of game design in my opinion) comes from my interpretation of their opinion that Deus Ex had no memorable moments. The point of emergent gameplay is to refrain from explicitly designing moments like that and instead spending your resources on designing a game system complex enough to give rise to those moments dynamically.
As DDL says, it's one thing to design your levels with different routes and methods of getting where you need to be and solving your objectives - it's another to give the player a sufficiently complicated and interactive set of mechanics (equipment, skills and abilities, physics systems, AI behaviour, environmental details) that the player can combine these things to essentially create completely new solutions that the designers never expected.
That is what Deus Ex did.
(I guess the augs prove it: "claymore"; killing all surrounding enemies, means that if you take the "violence" path, you have to use that because otherwise you won't be able to survive (because you'll be surrounded or something).)
Thank you.