Back in 1994, Warren Spector, one of the key minds behind Deus Ex, tried to pitch the idea to his then-studio, Origin Systems—the company that would later gain fame for the Thief franchise. But the concept was met with confusion and skepticism.
Today, Deus Ex is a byword for the immersive sim genre—games that let players approach challenges from multiple angles, free from the constraints of traditional CRPGs and the linear design of classic FPS titles. But it wasn’t always so visionary. Before John Romero brought Spector on board at Ion Storm in 1997, Spector had already attempted to pitch a version of the game called “Troubleshooter” around 1994.
The idea didn’t land, partly because the protagonist’s name was Jake Shooter, and more crucially because developers at Origin didn’t understand what an immersive sim even meant. An RPG with guns and stealth? That was nonsense to them. The reaction was, in Spector’s own words, less than encouraging. Speaking to PC Gamer, he expressed his exasperation with the industry’s reliance on tired fantasy tropes and formulaic FPS conventions.
“I was sick to death of space marines, alien invasions, and mages with fireballs and pointy hats. I had made enough of those and wanted to do something different. Deus Ex was part shooter, part stealth game, and part RPG. I mean, how do you sell that? The Thief folks told me that if you give players a gun, they won’t sneak. They also asked, ‘Why don’t you just make a shooter?’ Let me tell you… I learned the power of the word ‘no’ when pitching Deus Ex!” – Spector said.
It wasn’t until 1997 that his vision found a home. Deus Ex became a landmark title in PC gaming, sending shockwaves through the industry and inspiring a generation of games built around player freedom. Its influence still appears today, often in places you wouldn’t expect.
Source: PCGamer




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