Reflections on a Controversial Design Choice
For nearly four years, my author bio on this website has maintained that Deus Ex: Invisible War was pretty good, actually. Despite being the sequel to one of the most revered games in history, it faced its share of criticism. Admittedly, it had its flaws, but it also retained a certain essence that captivated my 13-year-old self. One aspect, however, stands out as universally disliked: the universal ammo system.
If you are unfamiliar with Invisible War, it introduced an ambitious mechanic where every weapon in your arsenal drew from a single pool of ammunition. This meant that whether you wielded a rocket launcher or a humble pistol, they all relied on the same resource, albeit in varying quantities. The lead designer, Ricardo Bare, recalls how the team still playfully teases director Harvey Smith about this decision.
“You’re out of ammo for one weapon and you can’t switch to any of your other weapons? I think it’s a terrible idea!” Bare remarked, highlighting the frustration many players felt. “We give Harvey shit about it all the time.”
In Smith’s defense, his intention was not born from whimsy or a desire for control. He aimed to address a persistent issue in immersive simulations: players often gravitated towards just one or two weapons throughout their gameplay. “At the time, I was like, ‘Let’s lean into nanotechnology: what if all the ammunition is based in the same matter?’” he explained. However, this innovative concept ultimately led to unintended consequences, leaving players wishing for a more traditional approach to ammunition management.
Smith reflects on the backlash with a sense of understanding. “It’s painful to fall on your face and feel like you’ve disappointed people,” he admitted. “And you don’t trust yourself at first. For a couple of years after, 50 percent of what you say about that project is going to be bullshit, because you’re still protecting yourself.”
Yet, with time, Smith has found a way to reconcile with the past. “I feel like I can talk about Invisible War now,” he concluded, indicating a sense of acceptance and growth from the experience.