I finished Deus Ex: Invisible War yesterday evening. The game is interesting and it seems contain branching goal structure with various endings. The game balances between offering choices to a player, that will influence how the game progress, and coherent information structure. (I need to play the game again to the how that works.) In contrast to Deus Ex, fractions are portraited more or less in neural fashion, which lead to a problem: choices in the final parts of the game seems meaningless–I did not find grounds to prefer one alternative from another. All choices seem to be equally bad. Thus the choices rendered the end to anticlimax, which was pity; I really enjoyed the game.
Published by lankoski
Petri Lankoski, D.Arts, is a Associate Professor in Game Studies at the school of Communication, Media and IT at the Södertörn University, Sweden. His research focuses on game design, game characters, role-playing, and playing experience. Petri has been concentrating on single-player video games but researched also (multi-player) pnp and live-action role-playing games. This blog focuses on his research on games and related things. View more posts