That object system it's the literal design of the ZMachine. Objects can atributes the same way objects and methods in OOP programming.
Also, probably, MUDs.
What graphical games are trying do to at something 'revolutionary' text games did that before 40 years ago with interactive fiction (more in the 90's with the reinassance of astounding amatur games such as Curses/Jigsaw/Anchorhead/Devours/Spider and Werb than the former Infocom games); roguelikes like Nethack/Slashem and CDDA:Bright Nights and online MUDs far beyond the usual fantasy settings, such as cyberpunk or scifi settings with weird materials and interactions.
The best game creators such as Warren Spector surely played with libre games/indie/geeky games too to bring new ideas to the gameplay.
I think referencing Nethack in the original Deus Ex wasn't just a happy easter egg, but a homage to the emergent gameplay probably inspired by it.
The best about Deus Ex weren't neither the graphics or lore, but what you could do in-game, breaking the linear settings on FPS' and making them accesible unlike System Shock 1 and 2, where they tried and failed because the game difficulty didn't scaled well and the gameplay wasn't as polished.
Ditto with Arx Fatalix (now Libertatis) and Ultima Underworld.
Comments
That object system it's the literal design of the ZMachine. Objects can atributes the same way objects and methods in OOP programming.
Also, probably, MUDs.
What graphical games are trying do to at something 'revolutionary' text games did that before 40 years ago with interactive fiction (more in the 90's with the reinassance of astounding amatur games such as Curses/Jigsaw/Anchorhead/Devours/Spider and Werb than the former Infocom games); roguelikes like Nethack/Slashem and CDDA:Bright Nights and online MUDs far beyond the usual fantasy settings, such as cyberpunk or scifi settings with weird materials and interactions.
The best game creators such as Warren Spector surely played with libre games/indie/geeky games too to bring new ideas to the gameplay.
I think referencing Nethack in the original Deus Ex wasn't just a happy easter egg, but a homage to the emergent gameplay probably inspired by it.
The best about Deus Ex weren't neither the graphics or lore, but what you could do in-game, breaking the linear settings on FPS' and making them accesible unlike System Shock 1 and 2, where they tried and failed because the game difficulty didn't scaled well and the gameplay wasn't as polished. Ditto with Arx Fatalix (now Libertatis) and Ultima Underworld.