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	Comments on: What Works And Why: Multiple Routes In Deus Ex	</title>
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		<title>
		By: SenatorPalpatine		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-613586</link>

		<dc:creator><![CDATA[SenatorPalpatine]]></dc:creator>
		<pubDate>Wed, 30 Mar 2016 20:39:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-613586</guid>

					<description><![CDATA[I really liked MGSV&#039;s take on this, using a more open world level design instead of just vents everywhere. I loved Deus Ex HR though, can&#039;t wait to see how Mankind Divided improves on the formula.]]></description>
			<content:encoded><![CDATA[<p>I really liked MGSV&#8217;s take on this, using a more open world level design instead of just vents everywhere. I loved Deus Ex HR though, can&#8217;t wait to see how Mankind Divided improves on the formula.</p>
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		<title>
		By: Anonimouse		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-610203</link>

		<dc:creator><![CDATA[Anonimouse]]></dc:creator>
		<pubDate>Mon, 16 Nov 2015 13:19:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-610203</guid>

					<description><![CDATA[Great post. One factor you didn&#039;t include in your list of basic ingredients (possibly because it&#039;s blindingly obvious) is consequence/reward. Part of the interest of multiple approaches is knowing you&#039;ll discover different things on different routes: different amounts of money, experience, equipment, or different bits of story, conversation, or NPC interaction. I say this as someone who used to obsessively retrace every possible entry route in the Thief games to collect all possible loot, and combed DX1 levels to an unhealthy degree in search of those tiny XP bonuses for exploration.]]></description>
			<content:encoded><![CDATA[<p>Great post. One factor you didn&#8217;t include in your list of basic ingredients (possibly because it&#8217;s blindingly obvious) is consequence/reward. Part of the interest of multiple approaches is knowing you&#8217;ll discover different things on different routes: different amounts of money, experience, equipment, or different bits of story, conversation, or NPC interaction. I say this as someone who used to obsessively retrace every possible entry route in the Thief games to collect all possible loot, and combed DX1 levels to an unhealthy degree in search of those tiny XP bonuses for exploration.</p>
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		<title>
		By: rpgdan		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-610106</link>

		<dc:creator><![CDATA[rpgdan]]></dc:creator>
		<pubDate>Sat, 14 Nov 2015 03:13:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-610106</guid>

					<description><![CDATA[One of the reasons I like reading your posts is how you&#039;re able to clearly identify what you like in games and then try to deconstruct exactly what in the game gives rise to that reaction. I don&#039;t think I have this self-awareness when playing games. Do you have tips to develop that critical play ability?]]></description>
			<content:encoded><![CDATA[<p>One of the reasons I like reading your posts is how you&#8217;re able to clearly identify what you like in games and then try to deconstruct exactly what in the game gives rise to that reaction. I don&#8217;t think I have this self-awareness when playing games. Do you have tips to develop that critical play ability?</p>
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		<title>
		By: Paul Hofmann		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-610095</link>

		<dc:creator><![CDATA[Paul Hofmann]]></dc:creator>
		<pubDate>Fri, 13 Nov 2015 18:47:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-610095</guid>

					<description><![CDATA[Role playing: staying in the role/ character despite difficulties, sticking to your limitations – so it is the gameplay defining early game decisions that make an rpg. DX is an rpg.

Multiple routes are also interesting because the create a fear of the unknown: Not all routes can be explored and thus remain as an open flank, a risk in the players mind (or a missed opportunity) – it makes the world feel more dangerous since you are not in complete control. There be dragons.

Key thing is: the player must not be able to fully survey all alternating routes, they must remain in the dark (even if this withholds content).]]></description>
			<content:encoded><![CDATA[<p>Role playing: staying in the role/ character despite difficulties, sticking to your limitations – so it is the gameplay defining early game decisions that make an rpg. DX is an rpg.</p>
<p>Multiple routes are also interesting because the create a fear of the unknown: Not all routes can be explored and thus remain as an open flank, a risk in the players mind (or a missed opportunity) – it makes the world feel more dangerous since you are not in complete control. There be dragons.</p>
<p>Key thing is: the player must not be able to fully survey all alternating routes, they must remain in the dark (even if this withholds content).</p>
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		<title>
		By: Ben		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-610002</link>

		<dc:creator><![CDATA[Ben]]></dc:creator>
		<pubDate>Wed, 11 Nov 2015 18:34:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-610002</guid>

					<description><![CDATA[@Jabberwok

I don&#039;t love being asked early on to pick a particular playstyle path when it means barring all others. At the same time, It&#039;d probably be even worse to have everything available from the start. Perhaps others share some of this anxiety at some level, but I must admit my version of it is a bit nuts.

My anxiety when confronted with a bunch of non-intersecting skill trees has to do with my limited time and perhaps a fear that I might be &quot;missing out&quot; on something cool, and wanting to do things &quot;the right way&quot;.

Wanting to master a game can be a useful impulse to have in a competitive mp game or say, Robotron 2084, but it&#039;s not necessarily the best way to approach other more sandboxy/RPG/games with lots of options.

Sometimes I just need to relax. It&#039;s a game. Play it however you damn well want, crazy.]]></description>
			<content:encoded><![CDATA[<p>@Jabberwok</p>
<p>I don&#8217;t love being asked early on to pick a particular playstyle path when it means barring all others. At the same time, It&#8217;d probably be even worse to have everything available from the start. Perhaps others share some of this anxiety at some level, but I must admit my version of it is a bit nuts.</p>
<p>My anxiety when confronted with a bunch of non-intersecting skill trees has to do with my limited time and perhaps a fear that I might be &#8220;missing out&#8221; on something cool, and wanting to do things &#8220;the right way&#8221;.</p>
<p>Wanting to master a game can be a useful impulse to have in a competitive mp game or say, Robotron 2084, but it&#8217;s not necessarily the best way to approach other more sandboxy/RPG/games with lots of options.</p>
<p>Sometimes I just need to relax. It&#8217;s a game. Play it however you damn well want, crazy.</p>
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		<title>
		By: Jabberwok		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609997</link>

		<dc:creator><![CDATA[Jabberwok]]></dc:creator>
		<pubDate>Wed, 11 Nov 2015 16:09:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609997</guid>

					<description><![CDATA[@Ben - I agree. It just depends on the sort of game it is for me. Borderlands without respec would be painful. Even changing classes sucks, having to repeat the same story content over and over. In Diablo 3, I&#039;ve come to appreciate being able to switch abilities at any time, although I don&#039;t think you could in D2, and it never bothered me. I think in sandbox games that are just about developing strategy, and games about min/maxing (something which I&#039;m kind of against anyway, even though I still play them) it makes sense to have that freedom. 

But in an actual RPG, still one of my favorite genres, your choices on level up are as much about building your story, defining who you are along with the other decisions that you make throughout the game. So they clearly need to be permanent. An exception to this might be Skyrim, since ES games allow you to go through all of the story content with almost no actual decision-making, so it&#039;s hardly roleplaying, anyway. I appreciate that they added the ability to reset skills to zero and get your perk points back once they hit 100. 

I&#039;m not sure if I would call DX1 a proper RPG, but it is open and engaging enough that I actually wanted to go back through it trying different builds, and didn&#039;t feel like I was just grinding through story content. Also, there is a lot of reactivity, so choosing to play one mission by just gunning everyone down can actually have consequences (though not major ones, really). Not surprisingly, Dishonored is pretty similar in that respect. I still plan to go back and try a more violent, brute force, playthrough. Same with DX: HR, for that matter. 

I&#039;m not sure what my point was..... Anyway, in the case of MGSV, with the sandbox, distinct missions, and (I assume?) linear story, being able to switch things up definitely sounds like the way to go. As more and more games incorporate character building elements, but don&#039;t really mesh with the roleplaying part, it makes sense to let people pick and choose, for sure. And in games where multiple missions might be pretty similar in terms of layout or objectives, switching up builds is a way to keep it fresh for the player.]]></description>
			<content:encoded><![CDATA[<p>@Ben &#8211; I agree. It just depends on the sort of game it is for me. Borderlands without respec would be painful. Even changing classes sucks, having to repeat the same story content over and over. In Diablo 3, I&#8217;ve come to appreciate being able to switch abilities at any time, although I don&#8217;t think you could in D2, and it never bothered me. I think in sandbox games that are just about developing strategy, and games about min/maxing (something which I&#8217;m kind of against anyway, even though I still play them) it makes sense to have that freedom. </p>
<p>But in an actual RPG, still one of my favorite genres, your choices on level up are as much about building your story, defining who you are along with the other decisions that you make throughout the game. So they clearly need to be permanent. An exception to this might be Skyrim, since ES games allow you to go through all of the story content with almost no actual decision-making, so it&#8217;s hardly roleplaying, anyway. I appreciate that they added the ability to reset skills to zero and get your perk points back once they hit 100. </p>
<p>I&#8217;m not sure if I would call DX1 a proper RPG, but it is open and engaging enough that I actually wanted to go back through it trying different builds, and didn&#8217;t feel like I was just grinding through story content. Also, there is a lot of reactivity, so choosing to play one mission by just gunning everyone down can actually have consequences (though not major ones, really). Not surprisingly, Dishonored is pretty similar in that respect. I still plan to go back and try a more violent, brute force, playthrough. Same with DX: HR, for that matter. </p>
<p>I&#8217;m not sure what my point was&#8230;.. Anyway, in the case of MGSV, with the sandbox, distinct missions, and (I assume?) linear story, being able to switch things up definitely sounds like the way to go. As more and more games incorporate character building elements, but don&#8217;t really mesh with the roleplaying part, it makes sense to let people pick and choose, for sure. And in games where multiple missions might be pretty similar in terms of layout or objectives, switching up builds is a way to keep it fresh for the player.</p>
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		<title>
		By: Ben		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609959</link>

		<dc:creator><![CDATA[Ben]]></dc:creator>
		<pubDate>Tue, 10 Nov 2015 21:55:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609959</guid>

					<description><![CDATA[@Jabberwok - oops, that anon is me.]]></description>
			<content:encoded><![CDATA[<p>@Jabberwok &#8211; oops, that anon is me.</p>
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		<title>
		By: Anonymous		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609958</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Tue, 10 Nov 2015 21:54:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609958</guid>

					<description><![CDATA[@Jabberwok - I hear that.

Personally, I want to be allowed to check it out Aug and how it works without having to roll up a new character.

Of course this is purely my own preference, and I realize it flies in the face of classic RPG design and what most people that aren&#039;t me like most about those games. 

Min/maxing and living with those decisions can be really cool, for example, the stakes of leveling and becoming more powerful are raised when the currency to do so is so precious. More unique experiences can be made possible when players are forced to &quot;specialize&quot;, and a feeling of &quot;aren&#039;t I clever for doing it this way&quot; is perhaps more commonly engendered in the player. Tom&#039;s Illusion only Skyrim Diary springs to mind. Any system that encourages that sort of this is definitely doing something right!

That said, one of my favorite types of &quot;fun&quot; in games is learning the systems at play and eventually, hopefully, developing some modicum of skill in using them. When I feel like I more or less &quot;get&quot; 1 system, and I&#039;m looking over at a shiny new system that I&#039;m not allowed to fuck around with at all, I get a bit edgy.

For me, MGSV&#039;s approach more or less solves this &quot;problem&quot;. It allows some specialized builds (Sniper, Loud and Armored, Stealth CQC, Anti Vehicle) and disparate approaches to mission goals, but it lets me try them all out (eventually) without starting up a new game.

You slowly add more and more tools to your toolbox as you go, but are only allowed to carry a limited number of tools at any one time.

Of course, that you can repeat missions undercuts the narrative a bit I guess, but I don&#039;t care, as it&#039;s largely ridiculous anyway.

It effectively lets the player play different builds as they chose without having to start up a new game. It also encourages screwing around. Slop your way through a mission and fail some sub-goal? Who cares! Try again. No need to reload a save. There is zero lasting penalty for anything you might screw up.

Exhausted after stealthing your way though 19 consecutive missions? Slap on some body armor, grab an LMG, and hop on your minigun sporting robot. It&#039;s ok.  You can come back and play this one properly stealthy later.]]></description>
			<content:encoded><![CDATA[<p>@Jabberwok &#8211; I hear that.</p>
<p>Personally, I want to be allowed to check it out Aug and how it works without having to roll up a new character.</p>
<p>Of course this is purely my own preference, and I realize it flies in the face of classic RPG design and what most people that aren&#8217;t me like most about those games. </p>
<p>Min/maxing and living with those decisions can be really cool, for example, the stakes of leveling and becoming more powerful are raised when the currency to do so is so precious. More unique experiences can be made possible when players are forced to &#8220;specialize&#8221;, and a feeling of &#8220;aren&#8217;t I clever for doing it this way&#8221; is perhaps more commonly engendered in the player. Tom&#8217;s Illusion only Skyrim Diary springs to mind. Any system that encourages that sort of this is definitely doing something right!</p>
<p>That said, one of my favorite types of &#8220;fun&#8221; in games is learning the systems at play and eventually, hopefully, developing some modicum of skill in using them. When I feel like I more or less &#8220;get&#8221; 1 system, and I&#8217;m looking over at a shiny new system that I&#8217;m not allowed to fuck around with at all, I get a bit edgy.</p>
<p>For me, MGSV&#8217;s approach more or less solves this &#8220;problem&#8221;. It allows some specialized builds (Sniper, Loud and Armored, Stealth CQC, Anti Vehicle) and disparate approaches to mission goals, but it lets me try them all out (eventually) without starting up a new game.</p>
<p>You slowly add more and more tools to your toolbox as you go, but are only allowed to carry a limited number of tools at any one time.</p>
<p>Of course, that you can repeat missions undercuts the narrative a bit I guess, but I don&#8217;t care, as it&#8217;s largely ridiculous anyway.</p>
<p>It effectively lets the player play different builds as they chose without having to start up a new game. It also encourages screwing around. Slop your way through a mission and fail some sub-goal? Who cares! Try again. No need to reload a save. There is zero lasting penalty for anything you might screw up.</p>
<p>Exhausted after stealthing your way though 19 consecutive missions? Slap on some body armor, grab an LMG, and hop on your minigun sporting robot. It&#8217;s ok.  You can come back and play this one properly stealthy later.</p>
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		<title>
		By: Jabberwok		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609951</link>

		<dc:creator><![CDATA[Jabberwok]]></dc:creator>
		<pubDate>Tue, 10 Nov 2015 17:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609951</guid>

					<description><![CDATA[@Ben - This is why I think games that allow you to improvise solutions based on their rulesets are the best. You&#039;re not being funneled in the direction the designers have chosen for your skills, instead you&#039;re figuring out how to use the skills you chose to solve whatever problem is in front of you. If the game is actually open, flexible, and consistent in this way, it should be able to accomodate this and not feel like content is being gated off based on your choices. 

For instance, I&#039;m pretty sure you can complete all of DX1 (perhaps minus a few secrets) without ever using an Aug at all. All they do is allow for new strategies.]]></description>
			<content:encoded><![CDATA[<p>@Ben &#8211; This is why I think games that allow you to improvise solutions based on their rulesets are the best. You&#8217;re not being funneled in the direction the designers have chosen for your skills, instead you&#8217;re figuring out how to use the skills you chose to solve whatever problem is in front of you. If the game is actually open, flexible, and consistent in this way, it should be able to accomodate this and not feel like content is being gated off based on your choices. </p>
<p>For instance, I&#8217;m pretty sure you can complete all of DX1 (perhaps minus a few secrets) without ever using an Aug at all. All they do is allow for new strategies.</p>
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		<title>
		By: Ben		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609918</link>

		<dc:creator><![CDATA[Ben]]></dc:creator>
		<pubDate>Tue, 10 Nov 2015 03:24:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609918</guid>

					<description><![CDATA[I sometimes get anxious when games seem to be forcing me to commit to a particular upgrade path.

&quot;How the fuck should I know which of these I want,&quot; I&#039;ll think to myself. &quot;If you think I&#039;m going to replay this game 17 times just to see everything, you&#039;ve got another thing coming.&quot; I&#039;m anxious because I don&#039;t want to &quot;miss out&quot; on content, and instead of feeling intrigued and empowered, I feel like I&#039;m being suddenly forced to chose which set of hallways I will spend the rest of the game being forced down and which I&#039;ll be sealing off forever.

I really love the MGSV way of doing things. Abilities are tied to the gear you chose to bring with you (or manage to scrounge during the mission itself).  You&#039;re theoretically able to unlock everything eventually but not overwhelmed by choices to start out with.  You&#039;re allowed and encouraged to repeat missions and try different approaches, even mid mission, by swapping out gear and buddies on the fly. The limit on what you can carry and the cost of replacing it doesn&#039;t preclude changing your plans, but it does encourage some initial planning and experimenting to see if you can make the most of what you have at the moment.

Dunno if any of this might be applicable to Tom&#039;s game.

Just wanted to say, I kind of hate when &quot;choice&quot; in games effectively does the opposite and restricts the players to certain types of play for the remainder of the game.]]></description>
			<content:encoded><![CDATA[<p>I sometimes get anxious when games seem to be forcing me to commit to a particular upgrade path.</p>
<p>&#8220;How the fuck should I know which of these I want,&#8221; I&#8217;ll think to myself. &#8220;If you think I&#8217;m going to replay this game 17 times just to see everything, you&#8217;ve got another thing coming.&#8221; I&#8217;m anxious because I don&#8217;t want to &#8220;miss out&#8221; on content, and instead of feeling intrigued and empowered, I feel like I&#8217;m being suddenly forced to chose which set of hallways I will spend the rest of the game being forced down and which I&#8217;ll be sealing off forever.</p>
<p>I really love the MGSV way of doing things. Abilities are tied to the gear you chose to bring with you (or manage to scrounge during the mission itself).  You&#8217;re theoretically able to unlock everything eventually but not overwhelmed by choices to start out with.  You&#8217;re allowed and encouraged to repeat missions and try different approaches, even mid mission, by swapping out gear and buddies on the fly. The limit on what you can carry and the cost of replacing it doesn&#8217;t preclude changing your plans, but it does encourage some initial planning and experimenting to see if you can make the most of what you have at the moment.</p>
<p>Dunno if any of this might be applicable to Tom&#8217;s game.</p>
<p>Just wanted to say, I kind of hate when &#8220;choice&#8221; in games effectively does the opposite and restricts the players to certain types of play for the remainder of the game.</p>
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		<title>
		By: Elina		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609917</link>

		<dc:creator><![CDATA[Elina]]></dc:creator>
		<pubDate>Tue, 10 Nov 2015 03:20:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609917</guid>

					<description><![CDATA[This article is reminding me of the level design in Styx. It feels like these are real places, and so often it&#039;s not just a case of simply getting to your destination, but moving in such a way which means you don&#039;t run into guards.
The easy route which leads directly to your objective is partroled by guards. However, there are always other routes which are waaay harder to navigate, but can allow you to sneak past completely undetected]]></description>
			<content:encoded><![CDATA[<p>This article is reminding me of the level design in Styx. It feels like these are real places, and so often it&#8217;s not just a case of simply getting to your destination, but moving in such a way which means you don&#8217;t run into guards.<br />
The easy route which leads directly to your objective is partroled by guards. However, there are always other routes which are waaay harder to navigate, but can allow you to sneak past completely undetected</p>
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		<title>
		By: Drew		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609909</link>

		<dc:creator><![CDATA[Drew]]></dc:creator>
		<pubDate>Tue, 10 Nov 2015 00:00:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609909</guid>

					<description><![CDATA[Read through all the response here (good discussion!) and I agree that the key is that DX1 way more often felt like obstacles that I could find a solution to (even if that wasn&#039;t actually the design) and HR felt like &quot;okay where is the vent, where is the roof access, where is the terminal to hack&quot;.  I think breaking down why that is the case would go a long way.  Maybe it is pure trickery.   I agree though that HR felt very mechanical.  They clearly looked at what worked in DX1 and translated it but the key thing to translate was actually the essence of what was going on there with the problem solving and choice, not just the way you can get into a building via a vent or with a lock pick.

 I think the size of the level really is a pretty big factor.  HR felt so cramped.  Like you guys mention, being set loose on a couple city blocks feels a lot different than being in a series of alley ways.]]></description>
			<content:encoded><![CDATA[<p>Read through all the response here (good discussion!) and I agree that the key is that DX1 way more often felt like obstacles that I could find a solution to (even if that wasn&#8217;t actually the design) and HR felt like &#8220;okay where is the vent, where is the roof access, where is the terminal to hack&#8221;.  I think breaking down why that is the case would go a long way.  Maybe it is pure trickery.   I agree though that HR felt very mechanical.  They clearly looked at what worked in DX1 and translated it but the key thing to translate was actually the essence of what was going on there with the problem solving and choice, not just the way you can get into a building via a vent or with a lock pick.</p>
<p> I think the size of the level really is a pretty big factor.  HR felt so cramped.  Like you guys mention, being set loose on a couple city blocks feels a lot different than being in a series of alley ways.</p>
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		<title>
		By: Drew		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609907</link>

		<dc:creator><![CDATA[Drew]]></dc:creator>
		<pubDate>Mon, 09 Nov 2015 23:53:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609907</guid>

					<description><![CDATA[an aside from a well thought out post, I have to agree with Simon as far as basically obscuring obvious multiple routes.  It is maybe the biggest part that makes me go from thinking DX1 is the best game ever and HR is merely decent. 

Other aspects tie in closely as well, like the general design of levels and just the pure size of them.  When I think about this issue in HR, I always come back that early obstacle of getting into the club and my thought process after getting denied at the door.  My immediate thought was &quot;wait... is there a vent 5 feet away in this alley right next to this bouncer&quot; and sure enough there was.  That really broke things for me.  Amazing how much little aspects affect how I felt about HR.]]></description>
			<content:encoded><![CDATA[<p>an aside from a well thought out post, I have to agree with Simon as far as basically obscuring obvious multiple routes.  It is maybe the biggest part that makes me go from thinking DX1 is the best game ever and HR is merely decent. </p>
<p>Other aspects tie in closely as well, like the general design of levels and just the pure size of them.  When I think about this issue in HR, I always come back that early obstacle of getting into the club and my thought process after getting denied at the door.  My immediate thought was &#8220;wait&#8230; is there a vent 5 feet away in this alley right next to this bouncer&#8221; and sure enough there was.  That really broke things for me.  Amazing how much little aspects affect how I felt about HR.</p>
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		<title>
		By: Jabberwok		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609895</link>

		<dc:creator><![CDATA[Jabberwok]]></dc:creator>
		<pubDate>Mon, 09 Nov 2015 17:16:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609895</guid>

					<description><![CDATA[@J - I agree that it&#039;s ultimately about the systems in place. And the sandboxy nature of the DX1 levels - giving us two square city blocks in which to hunt down our objective, gather intelligence, and figure out the ways inside. And the routes were often expansive enough that they weren&#039;t merely paths. Liberty Island let you approach most of the enemies from any direction you wanted, or skirt around them completely. 

But yeah, when Tom mentioned methods, this struck me as the key to it, really. The player has a large toolset, and the environments are reactive in many ways, so one path doesn&#039;t mean one method. There are countless ways to deal with most obstacles. Passing through a booby-trapped corridor, I could carefully go through and deactivate the mines, I could detonate them with my pistol or another LAM, I could hack the camera or just destroy it with a sniper round if I&#039;ve maxed rifle skill, etc.

What works so well is that everything has a set of properties that govern how the rest of the world interacts with it, instead of just being a scripted entity that lets you use one skill on it. So for instance, a weak wall might let you punch through it using your strength aug in a little quicktime event, but a more interesting approach would be a gauge of the wall&#039;s strength that lets it be destroyed by anything that can cause that much damage. Suddenly you have many more ways to interact with that one object, and that&#039;s what gets my problem solving gears going, and results in a much richer world, overall.]]></description>
			<content:encoded><![CDATA[<p>@J &#8211; I agree that it&#8217;s ultimately about the systems in place. And the sandboxy nature of the DX1 levels &#8211; giving us two square city blocks in which to hunt down our objective, gather intelligence, and figure out the ways inside. And the routes were often expansive enough that they weren&#8217;t merely paths. Liberty Island let you approach most of the enemies from any direction you wanted, or skirt around them completely. </p>
<p>But yeah, when Tom mentioned methods, this struck me as the key to it, really. The player has a large toolset, and the environments are reactive in many ways, so one path doesn&#8217;t mean one method. There are countless ways to deal with most obstacles. Passing through a booby-trapped corridor, I could carefully go through and deactivate the mines, I could detonate them with my pistol or another LAM, I could hack the camera or just destroy it with a sniper round if I&#8217;ve maxed rifle skill, etc.</p>
<p>What works so well is that everything has a set of properties that govern how the rest of the world interacts with it, instead of just being a scripted entity that lets you use one skill on it. So for instance, a weak wall might let you punch through it using your strength aug in a little quicktime event, but a more interesting approach would be a gauge of the wall&#8217;s strength that lets it be destroyed by anything that can cause that much damage. Suddenly you have many more ways to interact with that one object, and that&#8217;s what gets my problem solving gears going, and results in a much richer world, overall.</p>
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		<title>
		By: J		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609877</link>

		<dc:creator><![CDATA[J]]></dc:creator>
		<pubDate>Sun, 08 Nov 2015 22:52:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609877</guid>

					<description><![CDATA[Simon - While its true that a lot of the possible routes a player could take, even ones that feel unintended, were probably planned out by the designers there are plenty of weird little things in Deus Ex the player can figure out that were almost certainly not intended paths.  I doubt every place where one can stack items and then reach what was previously only reachable by going past enemies was intentional, I also doubt the devs considered the possibility a player would take a gep gun at the start of the game just so they could completely do away with the need for lockpicks since they could blow up any door they found, and that&#039;s not even getting into clearly unintentional mechanics like LAM climbing or using gas grenades to bypass all of Liberty Island.  Its just a game rich with systems layered on systems that the player can exploit to get results never planned for.  Boiling it all down to specific routes sticks in my craw because that emphasis on dev prescribed routes instead of presenting a problem for the player to solve was what resulted in most of the stuff I dislike in HR.  And I should note, I did like HR, at its best it was just like the first game, but about half the levels in the game were mediocre, just going through the motions the dev planned for you.]]></description>
			<content:encoded><![CDATA[<p>Simon &#8211; While its true that a lot of the possible routes a player could take, even ones that feel unintended, were probably planned out by the designers there are plenty of weird little things in Deus Ex the player can figure out that were almost certainly not intended paths.  I doubt every place where one can stack items and then reach what was previously only reachable by going past enemies was intentional, I also doubt the devs considered the possibility a player would take a gep gun at the start of the game just so they could completely do away with the need for lockpicks since they could blow up any door they found, and that&#8217;s not even getting into clearly unintentional mechanics like LAM climbing or using gas grenades to bypass all of Liberty Island.  Its just a game rich with systems layered on systems that the player can exploit to get results never planned for.  Boiling it all down to specific routes sticks in my craw because that emphasis on dev prescribed routes instead of presenting a problem for the player to solve was what resulted in most of the stuff I dislike in HR.  And I should note, I did like HR, at its best it was just like the first game, but about half the levels in the game were mediocre, just going through the motions the dev planned for you.</p>
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		<title>
		By: Simon Jones		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609875</link>

		<dc:creator><![CDATA[Simon Jones]]></dc:creator>
		<pubDate>Sun, 08 Nov 2015 21:59:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609875</guid>

					<description><![CDATA[J - I think the key thing there is that in Deus Ex 1, the multiple routes weren&#039;t particularly obvious or delineated - at least, not at the start or until you were very familiar with all the systems. And even then, changing location (eg arriving in Hong Kong) would require you to recalibrate your brain. There was a fuzziness to the design which at least made it FEEL like you were improvising, even if the designers fully intended it.

DXHR, which I still love, has much more obvious Methods and routes. The Vent Route. The Front Door Guns Blazing Route. The Conversationy Route. They were generally always really good fun, but about 10 seconds into the level it was VERY clear what all those options were.]]></description>
			<content:encoded><![CDATA[<p>J &#8211; I think the key thing there is that in Deus Ex 1, the multiple routes weren&#8217;t particularly obvious or delineated &#8211; at least, not at the start or until you were very familiar with all the systems. And even then, changing location (eg arriving in Hong Kong) would require you to recalibrate your brain. There was a fuzziness to the design which at least made it FEEL like you were improvising, even if the designers fully intended it.</p>
<p>DXHR, which I still love, has much more obvious Methods and routes. The Vent Route. The Front Door Guns Blazing Route. The Conversationy Route. They were generally always really good fun, but about 10 seconds into the level it was VERY clear what all those options were.</p>
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		<item>
		<title>
		By: J		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609874</link>

		<dc:creator><![CDATA[J]]></dc:creator>
		<pubDate>Sun, 08 Nov 2015 20:24:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609874</guid>

					<description><![CDATA[The strength of Deus Ex level design was always the same strength as Thief&#039;s, the simulation-y nature of it where levels were designed as actual places first and then retrofitted to become video game levels.  That&#039;s where HR fell down I&#039;d say, most of its levels feel like there are specific scripted paths the developers intend the player to go down and anything else is playing the game the wrong way.  I&#039;d say the only places HR really had the great level design of the original is in the Police Station, TV Station and the Hubs.

Basically, I think the main appeal of the game&#039;s isn&#039;t the &quot;multiple routes&quot; so much as the player just being able to do what comes naturally and the game being able to accommodate it.  And its always more satisfying to feel like you&#039;re doing something the devs didn&#039;t necessarily intend you to (even if they actually did account for that edge case) when you&#039;re traversing an environment than it is to just find a context sensitive area and run a canned animation because you have the skill that corresponds to it.]]></description>
			<content:encoded><![CDATA[<p>The strength of Deus Ex level design was always the same strength as Thief&#8217;s, the simulation-y nature of it where levels were designed as actual places first and then retrofitted to become video game levels.  That&#8217;s where HR fell down I&#8217;d say, most of its levels feel like there are specific scripted paths the developers intend the player to go down and anything else is playing the game the wrong way.  I&#8217;d say the only places HR really had the great level design of the original is in the Police Station, TV Station and the Hubs.</p>
<p>Basically, I think the main appeal of the game&#8217;s isn&#8217;t the &#8220;multiple routes&#8221; so much as the player just being able to do what comes naturally and the game being able to accommodate it.  And its always more satisfying to feel like you&#8217;re doing something the devs didn&#8217;t necessarily intend you to (even if they actually did account for that edge case) when you&#8217;re traversing an environment than it is to just find a context sensitive area and run a canned animation because you have the skill that corresponds to it.</p>
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		<title>
		By: A random dude		</title>
		<link>https://www.pentadact.com/2015-11-08-what-works-and-why-multiple-routes-in-deus-ex/#comment-609863</link>

		<dc:creator><![CDATA[A random dude]]></dc:creator>
		<pubDate>Sun, 08 Nov 2015 14:35:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8277#comment-609863</guid>

					<description><![CDATA[Yay! It&#039;s always a pleasure reading your posts.]]></description>
			<content:encoded><![CDATA[<p>Yay! It&#8217;s always a pleasure reading your posts.</p>
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