Thanks.justanotherfan wrote:I think that Page & Chow convo is a great example, partly because it isn't the most major one possible. That'd be one of the details in one level, a memorable moment, but easily skipped depending on play style.
There are really only two ways I can figure out to interpret the statement. One is that they think Deus Ex sucked, and sucked utterly. I really don't find that likely. Whatever differences of opinion I may have with these people, and they seem many, I don't think they thought Deus Ex was crap.I'll admit that I honestly don't understand the "memorable moments" thing at all. I guess DX didn't have story climaxes in each vast level, but if that translates to "events you'd remember" I remember a lot of charged moments. Gunther at the subway, Anna looking at JC in the cell, humour disabling the killswitch, Page branding JC a traitor, Paul in the 'ton, the often-quoted Women's Washroom, the poor children outside Castle Clinton and in the Mole hideout, uh there's an alien shooting green goo rays...not to list everything, but DX did not lack memorable moments. I'm getting the feeling "memorable moments" is code for "eye-bedazzlering cinematic cutscenes" for me to be uninteractively bored during.
So you can't take it literally (because that leads to the first way to interpret it.) So in that case I think they're talking about unmissable stop the game to notice how motherfucking memorable this thing you're seeing is things. (So yeah, probably eye-bedazzling cutscenes.)
In that case a lot of things that we remember suddenly get lumped into the "easily skipped depending on play style" category, and thus do not fall into the "memorable moments" things.
Gunther at the subway? You never need to make it that far.
Anna that the cell? Doesn't need to happen.
The Women's Washroom incident? Most people never encountered it.
The poor children? Some people might not even notice.
So on, so forth. (Though, clearly not for all examples. Paul in the 'ton is certainly unskippable.)
I'll add my own example:
WaltonSimons You take another step forward, and here I am again, like your own reflection repeated in a hall of mirrors.
JCDenton That makes me one ugly son-of-a-bitch.
Pretty damned memorable. Imagine how many people playing never saw it.
Also, some of these things might not be just perfect. I could give a lot of examples, and I actually started to, but it's really not necessary. Even if something is literally unmissable that still doesn't mean the player will experience it the way you want them to. There are all sorts of things you could do that might make the Paul at the Ton conversation not look exactly how the developers wanted, and that's with a character who stays in one place. Introduce movement and things slip way, way, way out of the developer's control.
Plus, most of the things you mentioned are conversations. You know, people standing around talking. Where's the pretty? Where's the action?
I'm wondering if memorable moments for them might be something like introducing enemies. Think about in Paris, on the way to the cathedral, when there's a military bot on patrol. I'm not sure, but that might be the first time one is actually in your way. (The ones in the MJ12 lab under UNATCO can be skipped, the ones in Hong Kong don't need to be set off, on the other hand the ones a the dockyard can be skipped only with some effort, as I recall.) Anyway, a potentially "memorable" way to do it would be to have approaching to a certain point trigger a cut scene. JC is making his way down that road and all of sudden you've got the boom, boom, boom of the military bot walking, JC, keeps going as the music pics up dramatically the sound of the military bot's footsteps growing louder and complementing the crescendoing music, a corner is rounded and for a moment all sound stops: there's the Military bot in all its glory, pointed right at JC, music returns as it fires a rocket and JC jumps out of the way (I'm imagining some impressive camera work here) just barely avoiding getting blown up as the music shifts into combat tracks and you're back in the game.
I can see it being both memorable and spectacular, and I'm sure that many people would think it was a good deal cooler than walking up and potentially seeing it a distance down the road pointing in the other direction. The problem is that the cut scene I've just described is nothing like the Deus Ex way of doing things, and it rules out the possibility that the truly memorable moment might be one that no one expected. (Say, you're fighting with the MJ12 troops on that bridging thing, all of a sudden a rocket comes out of nowhere and in a moment of "Oh shit" you realize that you'd failed to notice a military bot but it hadn't overlooked you. More rockets follow as you run for for cover. I think that could be more memorable than any given cutscene.)
Though that's taking it to an insane extreme. Someone would have to be fairly nuts to throw a cutscene in there. Hopefully they wouldn't be using cutscenes so liberally as to throw one in just to introduce a mindless enemy, and hopefully even if they did it would not be in such a way as to force you to fight. Can you imagine how jarring that would be if you were carefully going through the game stealthily, unheard and unseen by anyone and then suddenly you let the bot spot you for no reason?
Then again, even as I write this, a part of my brain is screaming, "Boss fights, you idiot! Boss fights!" Which may have some truth to it. If you're going for memorable, and you're going to force fights to the death, why not open it up with a cutscene? Why not stick in cut scenes left and right?