Note: as before, this post was featured on GamaSutra. Also, my tendency to let incidental thoughts between parentheses meander into entire paragraphs has now been remedied through the use of footnotes.
Throughout Deus Ex: Human Revolution's development, Eidos Montréal has joked that "we all played Deus Ex, and some of us were even forced to play Deus Ex: Invisible War". It is a fairly flawed game, even when considering its near-impossible task of following and rivaling an iconic predecessor. My thoughts have already been mentioned in this post, and they were only affirmed by a recent playthrough. It occurred to me that there is a very specific way in which Deus Ex: IW fails to engage the player, beyond some of the more obvious shortcomings that the Short Script picks up on ((To anyone thinking about (re)playing Deus Ex: IW, I highly recommend downloading John P's Unified Texture Pack here. It dramatically enhances and improves the quality and resolution of the game's textures, and I can't imagine playing without it.)).
This blog will not only serve to disseminate my opinions to whoever might be interested in them, but also as a repository for a series of Short Scripts on games. Some of you may be familiar with Rod Hilton's Editing Room, where he periodically posts abridged movie scripts which poke fun at recurrent flaws in their stories and presentation. I applied this idea to games and used Hilton's approach to write up a quick script on one of my favorite games: Deus Ex. Because it was so fun to do, I plan to write more of these and post them here on an irregular basis. The Deus Ex script has been made available and can be viewed by clicking the link at the top of this post. I will also be using each accompanying post to briefly elaborate on (the story of) the game in question, beyond what the script itself touches on.
Welcome to Playthroughline, a personal blog focused on the implementation of stories in games. In addition to general musings about narrative design, you’ll also find a collection of Scripts that basically do for videogames what The Editing Room does for movies.