Wirh Sleeping dogs free running, and SR's "yank every sign, telephone pole, and mailbox out of the wall and use it as a weapon, the amount of interaction with the environment is far greater than anything in Deus Ex... Infact, I don't remember anything in the Deus Ex environment being really interactive at all... excpet occasionally you could punch through the obvious punchy spots in walls every now an then....It won't. CDPR cited it as an influence, and they are thinking of gameplay, not aesthetics. I'm certain Night City will be many times bigger than anything in Deus Ex, but the problem with the games you cite is, whether you can enter a building or not, there is little impact the environment has on gameplay.
This is what I mean when I say I have no clue what the hell you guys are talking about when you talk about depth of environment in DE... it was almost impossibly shallow to me... the environment wasn;t really interactive at all.
But those are mechanical approaches that have literally nothing to do with the environment.It's mainly there for freedom of movement and immersion. So if I want to take out a group of punks on the third floor of an abandoned office building, it's the Deus Ex way to provide multiple avenues of attack, one facilitating a stealth approach, another letting me run and gun, etc. This way there is an intelligent marriage of environment and combat tactics.
I am all for giving players a stealth mechanic, or even a fast talk type mechanic to get around some obstacles.... but there is nothing to that that is inherently prohibited by a game like GTA or Sleeping Dogs... It in fact would be a relatively easy mechanic to introduce in most aspects of the game...
But again, that has nothing to do with map size.


