A multi-month delay for Deus Ex turned into a huge payoff for one of its best characters, says designer Harvey Smith

In a recent conversation on the NoClip podcast, Harvey Smith, a prominent figure in the immersive sim genre, shared an insightful narrative about the development of the iconic game Deus Ex. His reflections highlight the often-overlooked benefits of allowing additional time for game development, particularly in the post-production phase.

The Power of Extra Time

Smith’s discussion was prompted by comments from Ben Horne, his co-founder at Black Pony Immersive, who emphasized that a few extra months can transform a good immersive sim into a great one. This sentiment resonates deeply within the gaming community, where the pressure to meet deadlines can sometimes overshadow the quality of the final product.

Smith recounted how Ion Storm Austin, the studio behind Deus Ex, was fortunate to receive this extra development time. This allowed the team to refine the game and enhance the role of Gunther Hermann, a character who initially had a limited presence in the storyline. Smith noted that Gunther, despite his desire for a “skull gun,” had a significant impact on the game’s narrative, particularly in a mission set in a Paris cathedral.

“He’s kind of a big presence in a couple of missions, you go on a mission with him, and then he just vanishes,” Smith explained. “He has no closure. He’s not even in the game.” This realization prompted Smith to creatively integrate Gunther into the cathedral mission, where players could experience a more dynamic interaction with him.

Smith described how he devised a scenario where Gunther would observe the player from above, creating an atmosphere of tension and anticipation. “I can hide some triggers on the roof with data links, and if you’re crawling around on the roof… I’ll have him say, ‘I’m watching you, Denton, like an insect crawl around on the roof,’” he elaborated. This clever use of game mechanics not only enhanced the gameplay experience but also deepened the narrative connection between the characters.

A Moment of Impact

Smith further detailed how the addition of a dramatic kill phrase for Gunther, inspired by literary influences, culminated in a powerful moment for players. “Denton can say this long crazy kill phrase and Gunther just fucking dies, right? And it’s a powerful moment,” he remarked. This emotional weight would not have been possible without the additional time allocated for development.

Reflecting on his own experiences, Smith recalled the intensity of the encounter with Gunther in the cathedral. The character’s unexpected presence and the emotional stakes of their confrontation left a lasting impression. “Gunther bugged out near the end of our fight and ended up running into a corner of the cathedral basement, where he stood, silent and unmoving,” he recounted. This moment of vulnerability resonated deeply, illustrating the profound impact that thoughtful character development can have on gameplay.

Smith concluded his story with a reminder for those involved in game funding and development: “If you are listening to this right now and you fund games, give your team a post-production. Give them three to six extra months and you will win some awards and you will make a bunch of money, instead of leaving a crater in the ground.” This call to action underscores the importance of prioritizing quality and creativity over rigid timelines in the gaming industry.

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A multi-month delay for Deus Ex turned into a huge payoff for one of its best characters, says designer Harvey Smith