Deus Ex: Human Revolution Interview

In a lengthy four-page interview on Gamasutra, Stephane D’Astous, general manager of Eidos Montreal, discusses the growth of the development studio and the challenges in reviving the Deus Ex franchise in the specific. Here’s a generous excerpt:

Are you worried about creative stagnation in triple-A games as people become more risk-averse?

SD: That’s a good point. I think that three, four years ago, everybody was saying “Are the consumers going to always buy sequels?” It’s something they know of, and they extremely trust, and we were starting to be afraid of seeing the stagnation of ideas and new IPs. And the buzzword I remember at EA three, four years, is a “we need to spit out three new IPs per year” kind of thing. It was a buzzword.

I think people now understand… In our case, maybe we haven’t produced new IPs, but a major relaunch of a title like Deus Ex and Thief, we considered it almost like a new IP, certainly in the effort. So we bring back something from the cult classics.

This is maybe not considered new IP, but it brings a new flavor. Games are more and more sophisticated; it’s less based on one or two mechanics. I think this replaces the necessity of having new IPs. The buzzword of “new IP, new IP, new IP,” I have heard less, because the sequels are selling so well these days. Last year I think was the year of the threes: Deus Ex 3, Gears 3…

Modern Warfare 3.

SD: Modern Warfare 3, and Mass Effect 3, and Assassin’s [Creed] III and Far Cry 3. So that’s a good question, I think. Innovation and ideas are important, but if you’re able to bring forward an existing IP to bring new types of experiences, I think people will buy them, because they know they can relate to a franchise they’ve played before.

And they say, “Well, if they bring something a little bit good and new,” it’s a little bit easier for them to cross this bridge. But obviously to have a regular new IP within a group of publishers is always important, but it’s tough.

And new IP isn’t the only way to introduce new ideas into franchises, either. I think that’s what you were trying to do with Deus Ex, to some extent.

SD: Yep.

Is that where you look for creative opportunities?

SD: Yeah. Well, especially, if we concentrate on our two first games, we need to bring these classics into a new light, so people can be attracted to try them again. And it’s certainly quite a challenge. So yes — more of the same, I think people will hit a wall, if they do that. More of the same in any industry might seem attractive, because you reduce costs, and you just have a lower breakeven, but that is a short-term vision, and Square, I must say, has a very long term vision for management of IPs.

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