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. And we decided to eliminate what we considered to be unnecessary UI complexity. So, I suppose you could say that we chose the path of simplifying the controls for Invisible War. But it's critical that people understand -- though 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.
We eliminated the unnecessarily complex spatial reasoning game associated with the DX inventory screen. Did the "inventory slot" approach make the game more "cerebral" or more "PC-ish?" I don't think so (though it certainly made the game more Diablo-like!). The whole idea behind the original DX inventory design was to force players to make decisions about what they would and would not carry. We didn't want you to be able to carry everything. When we did the PS2 version of the game, we realized that we could force the SAME decisions simply by limiting the number of inventory slots you had. The goal was to limit the number of items carried -- the shape of those objects was never the big issue. 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. Total win.
We made it so you don't have to find a medbot and go to a separate screen to install a biomod or heal yourself. I suppose there are players out there who thought it was cool to walk around with a character upgrade but NOT be able to use it. I wasn't among them. Why delay a reward? The player has discovered something cool, either by exploring the gameworld or expending resources to solve a game problem. 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.
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%... We wanted players playing the game, making choices about who they wanted to be and how they wanted to interact with the gameworld. And combining the two systems had the added benefit of eliminating some particularly silly decisions (like forcing players to decide whether they wanted to increase their aquatic capabilities by upgrading the aqualung augmentation or by spending skill points to upgrade their swimming skill -- I mean, why NOT roll a choice like that into a single, reasonable decision?). This wasn't a console-specific decision, per se, but a gameplay decision. The biggest benefit we derived on console (other than increasing immersion on both platforms by not forcing players to a static UI screen...) was the elimination of the UI elements associated with that static skills screen. Again, though, we would have made this design decision even if we'd been a PC only game.
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 (rather than unique ammunition for each weapon type). This eliminated the need to track "shots" and "clips" for each weapon, individually. It also had the added benefit of ensuring that players have to manage their ammo resource throughout the game, instead of blasting through all of their ammo for one weapon, secure in the knowledge that they have a max loadout for every OTHER weapon in the game to fall back on! Some people have assumed that this change 'simplifies' strategic gameplay. In my experience, it actually makes the game more difficult, maybe even more hardcore! Players who've objected to this decision (which we justified fictionally, for what it's worth) have said, "You've eliminated the choice of switching from one weapon to another in different tactical situations!" How so? Players still switch from one weapon to another when a combat situation invites this decision -- they still use a rocket launcher or a sniper rifle, for example, at the appropriate times. But now, they really have to think -- hard -- about that decision. I mean, that rocket is going to eat up ammo you might need later for a sniper rifle shot. Do you REALLY want to expend that resource? In Deus Ex, if you were low on ammo for your primary weapon, the game encouraged you to switch to something else (say, the shotgun), even if that was a mismatch for your style of play. In Invisible War, as long as you have ammo, you can use your weapon of choice. Now, your decisions are completely based on the functionality of the weapon (the shotgun is short-range with a spread... the railgun does EMP damage...). This is significant, because the designers were able to tune the unified ammo globally, ensuring that you have enough during the game. This frees you up to use the right weapon in every situation, as opposed to saying "Man, the railgun would be great here, but the designers haven't dropped any railgun ammo recently, so I'll have to use a crummy weapon." This decision was all about supporting player expression.
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.) Personally, I love our circular HUD -- it's frighteningly close to the HUD I envisioned for the first game (which was conceived as a PC game from the get-go). Way back then, I wanted the player's HUD to look as if it were mapped on the player's eyeball. I thought that would be unbelievably cool, very "nanotech" and unlike anything else anyone had seen. (Obviously, I failed to communicate what I wanted to the DX team, because we ended up with a conventional, rectangle dominated HUD!) 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 and, in practice, in Invisible War, doesn't bother me, especially given that you can adjust the opacity down to nothing. I love our circular HUD. 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.
So that's some of what went into the UI and HUD. A bit of compromise for consoles and controllers but, mostly, design decisions made to enhance the elements of Deus Ex gameplay we thought were important.