Game delays are rarely popular, but for the original Deus Ex, a multi-month extension in development time proved to be a significant benefit, particularly for the character of Gunther Hermann. Harvey Smith, a designer on the seminal immersive sim, shared how the extra period allowed the team to deepen the role of the memorable antagonist.
Smith recounted that during the development of Deus Ex, the team at Ion Storm Austin requested additional time from publisher Eidos. "We geared up for this giant fight," Smith said, recalling the publisher's potential reluctance. However, Eidos, preoccupied with other projects like Daikatana, readily granted the extended timeframe. "They were so distracted by what was happening in Dallas... that they were like, 'Sure, sure, sure. Take five more months, take six more, whatever you need.' And we were like, 'Oh, cool. Okay.'"
This unexpected grace period was instrumental in refining the experience. Smith highlighted that a focus of this extra development time was Gunther Hermann, a character who initially had a significant presence in only a few missions before vanishing without narrative closure. "He has no closure. He's not even in the game," Smith observed.
The team leveraged the additional time to weave Gunther more deeply into the player's experience. Smith detailed how he implemented triggers to have Gunther appear during rooftop sequences in Paris, taunting the player character, Denton, with lines like, "I'm watching you, Denton, like an insect crawl around on the roof. I am watching you through the satellite, which I am linked to right now, Denton." This added a layer of paranoia and demonstrated a hidden surveillance capability.
Furthermore, the development team explored the unique mechanics of cyborg characters. Smith explained that Gunther, along with Anna Navarre, possessed "kill phrases" that Denton could exploit. This allowed for a dramatic and swift defeat of Gunther when activated. "Denton can say this like long crazy kill phrase and Gunther just fucking dies, right? And it's a powerful moment. And we never would have had that in the game had we not gotten that extra time to just look at our game."
This enhancement had a profound impact on player experience. Smith noted that the late addition of Gunther's surveillance and dialogue in Paris, along with his eventual confrontation, provided a memorable encounter. He also recalled a personal experience where Gunther's defeat in the Paris cathedral led to a moment of unexpected mercy, where the character appeared broken and defeated, allowing for a non-lethal conclusion in that specific playthrough. This depth of interaction, including Gunther's apparent deeper feelings for his partner Anna Navarre, was a direct result of the extended development.
Smith emphasized the value of such post-production periods, urging game funders to "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."