juveli on 14/6/2002 at 08:55
From the (
http://pc.ign.com/articles/360/360040p2.html) pc.ign.com article
Quote:
"PC guys don't want to hear this," states Warren, "but we actually did just do a console game and we spent a lot of time working on the interface. And I look back on the PC version of Deus Ex and think 'what were we thinking, a dozen game screens?' We have a health screen and an augmentation screen and an inventory screen and a note screen and a goal screen and a map screen and a this screen and a that screen and we all screen for ice cream, it was stupid!"
Okay, no info screens? How is it going to work? Here's my opinion:
Conversations, Images, LogsThese were quite redundant already in DX1, so they can easily be scratched.
SkillsSince there appears to be no skill system, this screen can be removed.
HealthAll info needed (what body parts have been taken damage and how much) can be shown in HUD. This was already much so in DX1. When using a medkit, there could appear a screen similar to those seen in XCom strategy game series.
AugmentationsAgain, all information (what augs, their upgrade levels, remaining bio-energy) can be put in HUD. When adding or upgrading an augmentation, DX1 style augs screen would be handy.
Goals/NotesThis screen is not so easy to implement in HUD. Actually, I don't see how it is possible. Perhaps there is a "scroll notes up/down" -button, but I find this a bit awkward.
InventoryNow this is the biggest question mark. If those five icons at the bottom left of the screen is all inventory we get, I consider it going downward from the original system. In DX1 you got certain amount of inventory slots and some things took more slots and other less. Now we have a place for a melée weapon, place for a gun, place for a grenade and (supposedly) a place for Some Other Item. Obivously, you change these by selecting an inventory section and scrolling for another item. Now how is this more handy when comparing to the old "click, you're in inventory, select an item to use" style? Not to mention the fact that you are now probably limited to certain amount of guns, certain amount of grenades and so on. No more choosing between heavy weapons and rifles, now you can have this many different rifles and this many low-tech weapons and that's it.
So the simplified inventory is more limiting.
Finally, IF things are implemented in HUD the way I have speculated, the amount of buttons needed inceases. You'll have "select inventory section", "scroll inventory section up/down", "scroll notes up/down" and "show objectives" = 6 buttons. If DX2 would use the old screen-type method, we'd need two buttons: "show inventory" and "show goals/notes".
Now, these are only my speculations based on what Warren has said and what I've seen in screenshots. All arguments proving that no-screen system actually works better than the old one are appreciated. Also, I'd be most happy to hear of those who have played DX in consoles, how does the interface differ when comparing to PC version.
Picasso on 14/6/2002 at 19:20
Hmm, I'd always assumed that information screens would be used, just not so many. For example, cut it down to two screens, character screen (F1) and a data screen (F2).
The character screen features the inventory (I'm pretty sure they won't be changing the inventory much from DX1) as well as basic health info, augmentations and whatever replaces skills, if anything.
The data screen would keep all the logs, conversations, images, goals and notes.
One screen for messing with your character, one for reference to anything else in the game. Simple.
PowerCrazy on 24/6/2002 at 06:24
I like info screens. They give INFO. DX1 was great. The buttons were good for the inventory. I have a Mouse on my computer. Its not that hard to navigate info screens. What I don't want is a linear, one path to take, therefore its simpler, type of game. I'm getting more and more concerned about DX2. streamlining, is a very powerful term. You can easily destroy games by "Streamlining" them. I wish they would leave DX alone maybe, improve graphics a little, and DEFINETLY the AI. Add some new missions, viola, a new game that i would happily buy. But DX2 looks too, new, and console geared. And FPS on console SUCKS!!! they should just leave them alone. but unfortunetly they have signed a contract with Micro$oft to develop for the X-box. As a result in the name of "Streamlining" they have sacrificed quality Copmuter gameplay, for ease of use on X-box. Damn corporations. /me uses great restraint in not going on a rant about Government contributions and Special Interests Groups.
Dragonclaw on 24/6/2002 at 12:07
I never really understood what people mind so much about the info screens. It's not like you HAD to look at all of them, and if you want to, it's good they are there.
I really cannot understand what's bugging Warren about it (Besides coding a bit more). Turn on your inv, and they are all there, nicely ordered. If you don't want to look at them, fine, don't look at them. It's not like the small button would cut down your game, really.
I mean, look at ss2. You have a dozen of screens there, much more than DX. But I couldn't hear anyone complaining about that...
King Ronald on 24/6/2002 at 17:30
I have to say that I really liked the "images" screen. Having satelite photos of where you were, and mug-shots of people you're hunting down for questioning was very useful and atmospheric. I used the conversations screen now and then, in case I missed a transmission from that damn hacker who always talked to you about something really, really important the moment you were spotted by a high-security death-bot.
I say, keep the photo, goals/notes, health, augs, inventory and conversations screens. That's only 6, for petes sake, and you could have conversations as a scroller box in the corner of your goals/notes. Then as Picasso said, have a combined health/augs screen, and one for your inventory. 3. Now, that's streamlined and easy to access. Three clicks and you can look at any aspect of your mission and you. Easy.
But since Deus Ex is a massively complex role-playing game, then it would be completely stupid to lose all the info screens, simply due to the sheer amount of data you'd be required to remember. Deeply off-putting.
Shadowhawk on 24/6/2002 at 21:39
One thing I really liked about SS2 inventory/screens is that the game still runs while you're messing around with your inventory and logs and such. Makes it seem more "realisitc", cause it didn't seem very real when i could pause the game while taking med kits and switching ammo/weapons.
Also it made you paranoid and I wouldn't dare open my inventory until i was hiding in a dark, dark corner.
santaClaws on 25/6/2002 at 07:43
me, i loved the screens.
looks like dx2 isn't going to be any game i'd like, although i adored dx1 ..
i loved rereading the conversations and so, this accounted for much of the feeling.
ther isn't going to be any skills system? are you joking? really?
i loved the realistic possibility of healing certain parts of the body instead of the whole.
there was much information to be found on the hud screen. needful information.
notes / goals .. we needn't talk about that. indespensable.
inventory - the same.
all in all, it appears to me that dx2 is developing int he direction of a flat console action game shooter i-kill-everything-that-moves flat dumb stereotype game. where are the ambitions? nobody was forced to look at those screens - so why don't have them? argh. if it goes on like this, i will lose my trust in warren. and that definitely won't be goot, nonononono.
:grr: :grr:
-claw
Picasso on 25/6/2002 at 16:53
Whoa, whoa, calm down. I don't think Warren's saying he's going to do away with the inventory or anything, he's just saying that in DX1 the screen system was, well, cluttered.
Quote:
ther isn't going to be any skills system? are you joking? really?
Near as I can tell, the skills system has been replaced with a "Bio-Mod" system. Yes, I'd love to know more about it too.
Quote:
notes / goals .. we needn't talk about that. indespensable.
inventory - the same.
It's been stated several times in the past by the DX team that the inventory system (weight and space represented by squares, and the real estate each weapon takes up is dependant on those things) is a good system and ideal for their purposes - I highly doubt that the inventory will be changed very much at all. Goals and notes likewise.
Goals, Notes, Conversations, Logs, etc. could all be easily consolidated onto one screen, instead of a lot of them, and I believe that's what Warren's talking about: DX1 had too many screens, and the same purpose could be fulfilled with less complexity.
I have to say I rarely used the conversation and log screens anyway...
King Ronald on 25/6/2002 at 17:07
I bet you a real Mexican sombrero that the new Bio-mod system is pretty darn similar to the old Augmentations system. It'll still be:
i) Find canister of appropriate mod.
ii) "use" it in the apporiate way.
iii) press a key to use the new mods power. This will drain some energy level somewhere.
iv) Eventually upgrade the mod to have more goodness from it.
Nah. He won't change the fundementals.
Picasso on 25/6/2002 at 23:31
Hmm.
The impression I got (and no, I don't remember how) was that the Augmentations were staying the same, but this "Bio-Mod" system was completely new and replaced skills. The Augmentations and the Bio-Mods would then be different systems.
I don't know, I could be wrong.