Tacticular Cancer: We'll have your balls

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Interview Deus Ex: Human Revolution Interview @ Gamasutra

Discussion in 'RPG Codex News & Content Comments' started by Crooked Bee, Apr 9, 2012.

  1. Crooked Bee Nyadmin Patron

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    Tags: Deus Ex: Human Revolution; Eidos Montreal; Stéphane D'Astous

    Stéphane D'Astous, the general manager of Eidos Montreal, talks Deus Ex: Human Revolution, the future and present of the studio, Square Enix, and more in his 4-page Gamasutra interview. Have a chunk:

    Do you have three projects now?

    SD: Yep. Yeah, in fact yeah, the two first projects were pretty much set in stone in the very early beginnings: Deus Ex and Thief. We had some discussions about which one we should start with, but I think the consensus was Deus Ex, and follow up with Thief. Third project was always an open option for us. We didn't want to set in stone too many years in advance.

    So we knew our challenges as for projects. Maybe we were a little bit innocent in saying, "Yeah, we'll do that." But people around the studio said, "You're starting with what?" You know, "You said what?" Also with the community, the fan base, were saying, "Oh, Deus Ex is being done by a team other than Warren's team, and Looking Glass, and Ion Strom?" We had some headwind in our face for a couple of years, and we knew that we needed to really address that, because we didn't want to start with a strike, so we really did our homework.

    We totally respected the franchise. If you don't respect the franchise to start with, and you say, "No, no, we'll do it with our flavor," and all that... The guys really took time to understand what worked well in the first and second.

    Are you worried about creative stagnation in triple-A games as people become more risk-averse?

    SD: That's a good point. I think that three, four years ago, everybody was saying "Are the consumers going to always buy sequels?" It's something they know of, and they extremely trust, and we were starting to be afraid of seeing the stagnation of ideas and new IPs. And the buzzword I remember at EA three, four years, is a "we need to spit out three new IPs per year" kind of thing. It was a buzzword.

    I think people now understand... In our case, maybe we haven't produced new IPs, but a major relaunch of a title like Deus Ex and Thief, we considered it almost like a new IP, certainly in the effort. So we bring back something from the cult classics.

    This is maybe not considered new IP, but it brings a new flavor. Games are more and more sophisticated; it's less based on one or two mechanics. I think this replaces the necessity of having new IPs. The buzzword of "new IP, new IP, new IP," I have heard less, because the sequels are selling so well these days. Last year I think was the year of the threes: Deus Ex 3, Gears 3...

    Modern Warfare 3.

    SD: Modern Warfare 3, and Mass Effect 3, and Assassin's [Creed] III and Far Cry 3. So that's a good question, I think. Innovation and ideas are important, but if you're able to bring forward an existing IP to bring new types of experiences, I think people will buy them, because they know they can relate to a franchise they've played before.

    And they say, "Well, if they bring something a little bit good and new," it's a little bit easier for them to cross this bridge. But obviously to have a regular new IP within a group of publishers is always important, but it's tough.

    Mary DeMarle gave a speech at GDC Online about the writing of Deus Ex, saying that everyone on the team, at some point in the game, was brought into the story process. So even if they're making props, they could understand the overarching goal of what the team was making, and get context and thus understand, and appreciate, what they were doing. I think with big teams, people can lose sight of what they're actually making. You get bogged down on one piece. From that, big games can feel really piecemeal. You can see the divisions between things.

    SD: Yeah, totally. I'm playing a couple of games, and I said, "Oh, this is a different game level designer that did this, because there's a big seam, somewhere." And with smaller games, you need to have more multitasking people. They need to touch more, because you don't have super-specialists that just do certain tasks.

    They like to not do just one single thing during three years. I think we're trying to put into place the better conditions for craftsmanship, because the games that I personally enjoy, I see the quality of how they assemble all this together, and -- for me, anyway -- that's something, really, that distinguishes yourself between a regular product, and a great product. And smaller teams are better positioned to do that.

    [...] So, openness -- to be frank, one of our values is "no bullshit." I wouldn't put it on our website, but internally, it's, "let's not bullshit." An example: in my previous life, I had a schedule on my desk which was different from the schedule that was posted on the production board, and the reason behind the intent was "let them run hard." Once they are finally at the stage of, "Oh no!", we have six more months.

    But this is so frustrating for the other people. This is a killer. It works once or twice, but afterwards the senior people, they lose confidence in the management. So my schedule is the same one that is posted on the wall, and that you update.

    You can find the full interview here.
  2. TwinkieGorilla does a good job. Patron

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    :hearnoevil:
  3. Infinitron RPG Codex Staff Patron

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    Don't fuck up Thief, Eidos Montreal. DON'T YOU FUCKING DARE FUCK IT UP.
  4. Infinitron RPG Codex Staff Patron

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    Actually, reading about this game's development, I think it turned out well because they had lots of time and lots of talented people onboard. Under those comfortable conditions, I doubt "management style" was all that important.
    Time + talent = good game. If only other publishers were so generous with their schedules.

    Let's hope Eidos Montreal turns out to be the next "good" AAA developer, what Bioware was in the early 2000's.
  5. Mozgoëbstvo Learned

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    Really? Do you even conceive the smallest possibility that THI4F won't suck? In this day and age? With all the precedents set? By the makers of Invisible Revolution?
    Kz3r0 and Gregz Brofist this.
  6. Infinitron RPG Codex Staff Patron

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    Sorry, DX:HR lover here. :smug:
    AstralStorm and Mrowak Brofist this.
  7. Mozgoëbstvo Learned

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    Sorry, I guess I'll just move along here, nothing to discuss... M:
  8. Kaol Educated

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    I think DX:HR was very average and gets way too much credit. It was nothing near the orginal and i'd say pretty much on par with invisible war.
  9. zeitgeist Scholar

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    I remember when people were still offended at being called "consumers".
  10. Gregz Liturgist

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    Gotta agree, and those interview responses were so vapid and brain-dead. She sounds like a complete bimbo. Montreal, maybe English is a second language to her I dunno...but if she's the GM of Eidos it's no wonder they've gone downhill.
    :decline:
    Edit: I've reread that interview 3 times, and I can't find a single meaningful statement! She's the video game industry's version of Sarah Palin :retarded:.
  11. Infinitron RPG Codex Staff Patron

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    They're French Canadians. HHR can tell you all about those people and their attitude towards English.

    Also, pretty sure that's a guy.
    [IMG]
  12. Gregz Liturgist

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    Stéphane is a guy's name? Well w/e, gender isn't the issue, :retarded: is. Maybe it's a language issue but damn...
  13. Gord Arbiter

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    DX:HR was surprisingly good. Not perfect, but pretty good.
    So I think there's a non-zero probability that they might create a decent enough Thief sequel.

    Problem is that SquareEnix/Eidos screwed up badly (in my eyes at least) with post-release support and the whole in-game advertisement issue.
    The mother company at least is just the same POS as other big publishers.
  14. lulurkinglurkerlurk Educated

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    HR was repetetive,boring and bugged
    i grey haired on this game.
    FUCK U eidos
    im grey and ugly,no titties for me anymore.
  15. Volrath Liturgist Patron

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    Stéphane <=> Stéphanie
    Stefan <=> Stefanie

    It's not rocket science bro.
    Hellraiser, Kz3r0 and Kosmonaut Brofist this.
  16. Havoc Scholar

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    Oi! Don't diss Stefan! :O
    Hellraiser Brofists this.
  17. Gregz Liturgist

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    This for me as well. I was really disappointed with it.

    Wasn't there a poll on DE:HR a while back? I don't recall the results...I'm curious what the general Kodex Konsensus was on this one.
  18. Infinitron RPG Codex Staff Patron

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    Check out the "Codex GOTY 2011" thread. You won't like what you see.

    I never saw this. I think it's a myth. Or it was axed very quickly.
  19. Gregz Liturgist

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    Well, in all fairness I think everyone agreed that we had crap to choose from in the 2011 GOTY thread.
  20. Gord Arbiter

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    Well, it was rumored pre-release, but no statement was ever made.
    At least one review mentioned there might be ads, but most didn't.
    However, on release no ads were in the game.

    I think about 2 months later, a few users suddenly reported seing ads on loading screens (for the then-new Star Wars special edition bluray box), which was confirmed by Eidos.
    It only affected american XBox users or such, though.
    Forum discussion on the issue got pretty heated and Eidos probably removed the ads again - they definitely never activated them in other regions/systems.

    However, the code for displaying the ads is in the game, as confirmed by Eidos.

    What I didn't like is that they didn't give any kind of official statement pre-release (I even wrote official support before buying it) and tried switching it on after most reviews had gone live without mentioning ads.
  21. Marquess Cornwallis Learned

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    HR was far from great, but a surprisingly enjoyable game nonetheless. If it wasn't for the added pain of the outsourced boss fights, I'd say it was rather reminiscent to Deadly Shadows as compared to The Dark Project and The Metal Age (complete with much smaller levels, no swimming, switching to third person, consolized interface, etc.). Much weaker than the original, but still fairly nice, especially given the context. I don't know about other people here and of course I may have missed something exceptional, but I can't think of a better 2012 game unless I cheat and consider re-releases like the King of the Dragon Pass iOS version. (Having said that, I'm not getting my hopes up for Thief 4, especially if they take Deadly Shadows as the referecne point and try to "streamline" from there, which may well be the case.)
  22. Infinitron RPG Codex Staff Patron

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    Eh, I thought DX:HR had decent-sized levels. The ROOMS in the levels were smaller - none of the huge expanses of the original game - but the levels themselves were pretty large.
  23. Metro Magister

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    It was better than average for a AAA release. I agree that the levels were satisfactorily large although the design (in terms of variety of ways you could approach a situation) was lacking. Its greatest flaw was the extremely watered down experience/character progression system -- would have been better off with a more faithful adaptation to the original where there was a broader range of talents. Of course, that goes part and parcel with the vanilla level design: the more possible specializations you have the more detailed your design must be to make use of them.
  24. commie Magister Patron

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    It's the whole transition thing. Same thing with Thief DS that the Marquess mentions: the levels themselves were actually bigger than they seemed, it's the whole breaking them up for the benefit of consoles that make them feel smaller. DXHR also tended to focus on narrow streets, building complexes etc. rather than taking place in more open areas like many of DX's missions. Just the Statue of Liberty level alone is mostly empty space.

    I have fears for Thief, but from the list of so-called AAA devs I can't think of anyone that would do a better job. I'm glad they went with DXHR first as the DX games were always self contained and a bit of rape in one would not necessarily fuck up the whole set up. Thief on the other hand is GARRETT. T: DS may have been crippled by consolitis and a dying developer to an extent but the atmosphere and protagonist pulled it off. With Eidos Montreal already having some experience with DXHR; even though that's a different style of game even as it shares similarities with Thief; I expect them to have learned a bit more about what worked, what didn't(boss fight shit for one) and let Thief benefit from this.
  25. Metro Magister

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    Indeed, while the original had more 'open spaces' there really weren't that many places to go within those spaces. Hell's Kitchen in the original isn't any bigger than downtown Detroit in HR.

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