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Uh, yeah, and those are all reasons to reject the conclusion that games (like Deus Ex) merely offer second-rate illusory "Nakatomi Spaces" compared to movies (like Die Hard.)

A player choosing to make their avatar avoid the front door in favor of discovering an unusual route is always going to be a more authentic experience of subverting architecture, compared to passively observing a character doing the same actions in film.

Being able to go further and glitch/hack/mod the game merely raises the ceiling, it does not lower the floor.



I don’t think it is all that subversive to use a route that the developer built for that purpose.


Then it is even less so when it is a route a screenwriter or author placed as the only possible route that could ever be taken for all time.


Indeed, and I think the point here is giving the feeling of architectural subversion to the player/audience, which both Die Hard and Deus Ex achieve.




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