• Categories

  • Archives

  • Search

  • My Dissertation

    Character-Driven Game Design

I finished Deus Ex: Invisible War yesterday evening. The game is interesting and it seems contain branching goal structure with various endings. The game balances between offering choices to a player, that will influence how the game progress, and coherent information structure. (I need to play the game again to the how that works.) In contrast to Deus Ex, fractions are portraited more or less in neural fashion, which lead to a problem: choices in the final parts of the game seems meaningless–I did not find grounds to prefer one alternative from another. All choices seem to be equally bad. Thus the choices rendered the end to anticlimax, which was pity; I really enjoyed the game.



Comments are closed.