I think there's ample room in the market for more high score/competitive driven gameplay experiences and narrative driven gameplay experiences. It always baffles me when people seem to be upset that there's a variety in games. I would probably stop gaming (or at least game a lot less) if all games were about scores/competition with minimal narrative.
I haven't played Deus Ex, but if it's anything like the way Half-Life 2 handles its narrative progression, I would much prefer just straight up cutscenes. I hated all of the "cutscenes" in games like HL2 where it gave you an illusion of freedom and control by letting you jump around and shoot the walls like a dumbass while the scene is happening.
I prefer the way the storytelling is handled in something like Uncharted, where there is often meaningful dialogue between characters happening while you're actually progressing through a level/shooting some folks, and then more pivotal story events are just handled with well done cutscenes.
I guess what I'm saying is I'd rather actually have control taken away from me momentarily to deliver a cutscene, than to keep me in control while gaining nothing of significance in gameplay and weakening the delivery of the story.
He is not saying that games shouldn't have narrative, only that the narrative should not get in the way of the gameplay. Deus Ex was used as an example because control was rarely taken away from the player to maintain the narrative drive of the game.
I haven't played Deus Ex, but if it's anything like the way Half-Life 2 handles its narrative progression, I would much prefer just straight up cutscenes. I hated all of the "cutscenes" in games like HL2 where it gave you an illusion of freedom and control by letting you jump around and shoot the walls like a dumbass while the scene is happening.
I prefer the way the storytelling is handled in something like Uncharted, where there is often meaningful dialogue between characters happening while you're actually progressing through a level/shooting some folks, and then more pivotal story events are just handled with well done cutscenes.
I guess what I'm saying is I'd rather actually have control taken away from me momentarily to deliver a cutscene, than to keep me in control while gaining nothing of significance in gameplay and weakening the delivery of the story.