The audience for Deus Ex games as it existed is completely dead and gone. Most fans of that game have either moved onto other things or moved out of mainstream gaming completely.
Basically they're making DX3 on the memory and reputation on the first game, not for any literal audience that is looking still looking for a sequel. Deus Ex isn't really the first game this has happened to, either, Fallout 3 is going to be the same way (which I'm looking forward to, incidentally).
I mean, I say this as somebody who loved Deus Ex, but I realize that, these days, another game like it is pretty much an impossibility, so I focus my attention on other things that I enjoy. That said, it's possible to look forward to this game in its own right, but it will probably never, ever, ever be a true successor to the first game. I'm personally still looking forward to it, but not as a Deus Ex game.
dark10x said:
STALKER is the exact opposite in that it's even more complex and open ended than DX or System Shock 2, yet it's about as unpolished a game you'll play in this day and age. It's one of the most frustrating releases ever for me personally as I wanted to love it so much yet I just couldn't stand dealing with some of their design decisions (primarily the shitty, oversensitive AI and their huge numbers).
S.T.A.L.K.E.R. wasn't unpolished and hard to get into because it was complex and open-ended, it was that way because
it was unpolished and hard to get into. The reason why people tout the game so much is because they're so desperate for a truly open-ended experience that they're willing to look past the bugs for this experience. Really people like that game out of desperation and hype more than anything, because the kind of experience it offers is practically non-existent these days, but its popularity is more of a cynical critique of the industry overall than based on its admittedly meager merits.
I don't buy this idea that complexity and polish are mutually exclusive, it seems to me mostly a cop-out to get gamers into buying into formulaic and planned development cycles, rather than creative and risky ones. This is pretty much the number 1 issue people are referring to when they talk about the "consolization" of games. It's not just disgust at a particular design philosophy, but a business model as well.
(by the way STALKER isn't that complex compared to SS2 and Deus Ex anyway, it doesn't even really have a stat system! Unless you count artifacts, and you can only have a limited number of those)