There aren’t a lot of really tall office towers In London, except for a peninsula that’s surrounded on three sides by the Thames river. According to Google maps, this spot is called the Isle of Dogs. London is one of the major financial centers centres in Europe, and a lot of that power is focused on this small patch of the city.
This is a really good spot for a cool view, and so this is where we find the Olympus Financial building, which is where Everett wants us to meet.
Interlude: The Man Behind the Curtain
So our protagonist arrives in London to meet with the Head Conspiracy Guy. The rooftop landing pad should be really fancy. Fancy how? I dunno. Maybe a reflecting pool with some lights? A garden? Some statues of literally ANYTHING that isn’t Icarus? Whatever. It’s posh. You get the idea.
On top of the building is a glass enclosure that houses a really swank executive office where the hologram of a silver-haired man is waiting for him. Yes, Morgan Everett attends this “in person” meeting via hologram. Everett is perhaps sixty.I figure he’s a millennial, probably born in the early-to-mid 80s. Remember that the current year is 2044. He’s got a friendly smile and a tasteful gray suit with an orange pocket square. He’s healthy and handsome for a man his age. He looks like the kind of guy that could have played James Bond in his prime.
I’ve always been bothered by hologram tech where the projected person fits seamlessly into the environment. I’d love it if we had a version where Everett paces around like he’s giving a TED talk. But he’s sort of oblivious or indifferent to the layout of the room he’s being projected into. So he ends up walking through bits of furniture, making parts of his hologram glitch out.
Look, I’m just saying this would be a cool effect. Please don’t pull a Ragtag and blow weeks of development time on this, okay?
There’s a chess board and a single chair on one side of the room. Morgan is standing beside a massive oak desk. The far wall is made of windows, looking out over the city lights.
I have to confess that the game is going to get very monologue-y from here on. This second half of the game isn’t as developed as the first, and I’m going to be dumping a lot of raw exposition on you. Obviously in a finished game you’d take the exposition and space it out, working it into multiple conversations broken up by large chunks of gameplay. But this blog post doesn’t have any gameplay, so I’m going to bombard you with walls of text.
This conversation should offer the player a choice of what posture to adopt with Everett. Do they want to be friendly, hostile, or do they want to play things close to the vest? It won’t impact the trajectory of the conversation, but this is a moment where players are going to have strong feelings on how they want to respond. We need to accommodate that or they will begin to resent their protagonist. For the purpose of this write-up, I’ll assume the player is mildly belligerent towards Everett. Continue reading 〉〉 “Deus Ex Pitch Part 6: The Man Behind the Curtain (Post-Mortem post)”
Heather Young