176.
There are four ways in which the topology of gamespace can come to an end and be superceded by a new topos — at least according to the game Deus Ex: Invisible War. (If you have played this game you may know there is also a fifth ending, of which protocol demands the withholding until the puzzle of the other four endings unlocks its significance.) In the game, your character has to choose between aiding the victory of one of four organizations, all of which are at odds with each other, and each of which has its own idea of how to realize a permanent atopia beyond gamespace, a topos beyond topology. Working backwards from these four endings it is possible to plot the backstory, not just of Deus Ex but of the military entertainment complex — at least as it can be understood from within the game, from within The Cave™ itself.
Gah, re-write the section using the first Deus Ex game. Not only was it a much, MUCH better game, but the player base was much greater and you’re more likely to grab the readers attention if they are familiar with your subject matter
Yes, definitely use Deus Ex 1 instead.
It appears in many “top 10 PC Games of all time” lists,
whereas the sequel certainly does not.
DX1 was a a better game, wasn’t it? I’ll have to adddress that. But it doesn’t have the ending that DSX2 offers.
Actually, the first game also has three different choices at the end, which are each more compelling than anything offered by the second game.
One of the things I didn’t like about Invisible War is that it sought to make it so all three endings came about, and then rehashes what is basically the exact same story. (I could go on and on about what’s wrong with Invisible War, from a game design point of view…)
well, that’s the reason to talk about DX2 rather than DX1 — *because* in some ways it doesn’t quite work. And not just because of compromises involved in making in a console rather than a pc game. It sets up a structural problem for itself and doesn’t quite know how to resolve it.
There’s enough celebratory writing about DX1. It’s time to move on.
If you have time to play more games, and alter the text here, consider Blade Runner. Possesses 12 endings, and constitutes a critique of the adventure genre in the process. Everything that Deus Ex played out is considerably rooted in the game, if you can find a copy, it could be highly informative. Sets out to be an aesthetic equal to the film and succeeds in demolishing Ridley Scott’s somewhat fey moral play while installing an entirely radical and polyvocal ambiguity. I, the player, failed the Voight-Kampf test, as PKD may have imagined.
Haven’t played that one — thanks for the tip!
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As someone who has completed the first Deus Ex several times, but never played the sequel to any meaningful depth, perhaps I am not qualified to comment on what you have written.
However, it seems to me after having read it, I question whether you are not reading too much into the symbolism of the game itself.
I think the game designers set out to create a thoughtful game with more depth than one might expect from many games, however it behooves the player (and perhaps the theorist) to keep in mind that the main objective of the designer was to provide a piece of entertainment with broad enough appeal to sell to many potential players. In creating his design, I don’t think a reasonable designer will incorporate one more whit of theory than is necessary to maximize appeal.
I realize that the gamespace relation to reality is most likely only playing out in a subconscious level (perhaps shared?) with the majority of players, but I still have to question how much such consideration actually enters into it to derive entertainment from playing the game.
I myself am a neophyte when it comes to consideration of game theory (I don’t know much about theory, but I know what I like to play), and I liked Deus Ex because it tied in so well with my preference for stories like those presented in the X-files television series. But I am skeptical that either can be taken as a true skewed projection of perceived reality–by which I mean, I think all the conspiracy stuff and wheels-within-wheels plotting is vastly entertaining, but I certainly don’t give the actual powers-that-be in ‘real life’ enough credit for the kind of cleverness that these games suggest such governing bodies have or even aspire to.
I hope my comments are of some use to you.
It’s not so much to do with ther designer’s intention, as what they had to work with. The pattern is in the material whether the designers want it there or not.
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Isn’t the experince some combination of stealth, violence and negotiation, meaning isn’t the puzzle assembled in play-time (different passes and lives and restarts) instead of in games-pace?
Sam asks: “isn’t the puzzle assembled in play-time (different passes and lives and restarts) instead of in games-pace?”
Yes, but that would be a different book. Somebody with more of a gamer sensibility should write that book. Nobody’s done it since david Sudnow’s Pilgrim in the Microworld.
An aesthetics, or indeed a phenomenology of playtime is a door i hope i’ve opened in this book, but is for other people to write.
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