
The Pitch Struggles Behind Deus Ex: Insights from Warren Spector
A look back at the challenges faced during the development of Deus Ex, highlighting the innovative blend of genres that defined the game.
When someone is given a gun, they may view the world as a target they can shoot at. This was one of the challenges in pitching Deus Ex, as a conversation unfolded about merging genres—first-person shooter, stealth gameplay, and role-playing elements.
Before John Romero brought Warren Spector on board in 1997 to Ion Storm, he had been attempting to develop a project known as Troubleshooter around 1994, previously pitched to Origin Systems.
Speaking with Robert Zak for an upcoming issue of PC Gamer, Spector expressed frustration with the typical fantasy RPGs and shooters of the time, stating:
“I was sick to death of space marines and alien invasions and mages with fireballs and pointy hats. I had made enough of those and wanted to do something different.”
Spector recounted the struggles faced while trying to explain the concept of an immersive sim to peers, where a game could blend shooting with stealth and role-playing elements. This raised doubts among his colleagues at Origin who questioned the appeal, with some insisting on pure genres:
“The argument I got from the Thief folks was that if you give players a gun, they won’t sneak.”
Despite this skepticism, the release of Deus Ex in 1997 marked a pivotal moment in gaming history, setting a standard for player freedom in gameplay, inspiring countless successors that embraced similar mechanics.
Ultimately, Spector’s ambition paid off as Deus Ex emerged as an all-time classic in PC gaming, proving that unexpected blends of genres can lead to groundbreaking innovations in game design.
To explore more of Spector’s journey and experiences, be sure to check out the next issue of PC Gamer, featuring a full interview with Zak.