Deux Ex is the PC classic we all love to bang on about: the FPS that arguably created the immersive sim, releasing players from the shackles of linear corridors and mindless baddies into a world where freedom of approach was the secret sauce. Its plot and stylings were also sophisticated for the time, with the player a blank slate in a world full of grey areas and ethically dubious choices.
Knowing that this is where Deus Ex ends up makes its starting point all the funnier. Before Deus Ex designer Warren Spector joined Ion Storm in [[link]] 1997, which would ultimately develop the game, he was pitching it to his then-studio Origin Systems as "Troubleshooter."
The pitch didn't land at Origin, partly because of Jake Shooter, but mainly because Spector's fellow devs couldn't quite . "Deus Ex was part shooter, part stealth game, part RPG. I mean, how do you sell that?" says Spector. "The argument I got from the Thief folks was that if you give players a gun, they won't sneak. I was also asked, 'Why don't you just make a shooter?' I learned the power of the word 'no' when pitching Deus Ex, let me tell you!"
I am guessing that, at some stage, Spector also learned the power of calling your protagonist something like JC Denton. You can read more in PC Gamer's full interview with Spector , which arrives with subscribers July 15.