basic storyline suggestion.... - by DreadLord
theBlackman on 15/5/2009 at 23:53
A burgeoning religious group is fine. As for industialization. There is enough. More is not always better. A dynamo or foundry in every house or on every corner is not going to add diddley damn to the game play.
We have enough streetlights, lighting elements in the structures, all seeing eyes and turrets that fire buzzsaw blades already. What the hell is "MORE" going to add to the game?
Enchantermon on 16/5/2009 at 00:30
Quote Posted by DreadLord
. . . it is important to create a storyline which is designed as a TRILOGY - even if the other parts will never be realised . . .
Please, no. I had enough of this type of heartbreak with The Silver Lining.
DreadLord on 16/5/2009 at 02:19
Quote Posted by theBlackman
A burgeoning religious group is fine. As for industialization. There is enough. More is not always better. A dynamo or foundry in every house or on every corner is not going to add diddley damn to the game play.
We have enough streetlights, lighting elements in the structures, all seeing eyes and turrets that fire buzzsaw blades already. What the hell is "MORE" going to add to the game?
...an explanation for the religious group.
:angel::ebil:
Again: industrialisation = common religious faith decreased.
MORE technology in the sense of a dominant rational way of thinking.
I do not care about the amount of technological devices/the material aspect is not relevant for my story!
The Magpie on 19/5/2009 at 07:26
Yes, Zaya, what about her? ;)
--
Larris
FriendlyStranger on 19/5/2009 at 09:14
Quote Posted by DreadLord
... which would otherwise accomplish some sort of mad plan - like summoning gods in order to destroy technological science or something... (in a way this would echo Thief 1, while creatin something new at the same time, which is the right combination in my opinion).
...
__________________
I already stated a very similar idea some weeks ago... so I agree with large parts of your post... but the implementation of art-deco style is in my eyes a little too much - if applied to generously. I mean we already had some signs of art-deco - if you think about the angel statues on Angelwatch, the glass top... but too much brings T4 into the vincinity of Bioshock and I don't really wanna see that. Leave it to some single, slight appearances and I'm OK with it, but what I don't want to see is the Empire State Building in a medieval slum area.
fett on 20/5/2009 at 23:05
Quote Posted by The Magpie
Yes, Zaya, what about her? ;)
--
Larris
i see what u did there
Taffer36 on 21/5/2009 at 22:48
NO NO NO NO NO
Trilogies are so overused it's ridiculous. Why can't we just have separate stories for each game?
The BEST example for this, IMO, is X-men. It showed how you can do a second part without forcing it to tie into the third (although the third one blew thanks to the Rush Hour guy), ala Pirates of the Caribbean or The Matrix.
I don't mind if the story sets up room for a sequel, but there needs to be RESOLUTION in it. And not just "we defeated a minion but the REAL bad guy is still at large!", I mean actual resolution.
Jarvis on 21/5/2009 at 23:28
We've had three games already building Garrett up. First, he was just a Thief who got bamboozled into saving the City. Then our savior Thief is wrapped up in another plot to save the city almost exclusivley on the merit he gained with his enemies after dropping the Trickster. We learn that Garrett is being lead by prophecy. Then finally the prophecy comes to bear and Garrett saves the City a third time and gains the lofty title of "the one true Keeper" and is heralded as the end all be all bad ass mofo.
I think it's high time to tear our hero down a little bit. After all, he is a cynical loner with the responsibility of the City suddenly thrust upon him along with the care of a child to top it all off. Can he measure up?
I'd like to see a story in which Garrett falls to corruption, as all powerful men do, in which he brings the City to danger and ruin through his irresponsible and selfish actions. Let his young apprentice disenfranchise herself from her master and seek retribution in the end (All this played solely as Garrett, by the way, not the girl).
After all, Garrett is a thief. Let the girl be the robin hood.
hexhunter on 22/5/2009 at 00:28
The reason that TDSs story wasn't as strong as TMAs was because it was designed not as the climax of the trilogy, but as a game which tried to straddle all the facets of the city. While it was fun to be in a very different environment every mission we ultimatly spent long amounts of the game far away from what was really happening.
T2 however saw us visiting similiar but not identical locations, with the odd mission being set in Pagan territory, so while it was the 2nd in a trilogy, DS wasn't really much of a finale for the trilogy...
Maybe Eidos Montreal however may find a way to cover all the environments in and out of the city, without alienating the story, hopefully a more roaming approach will work.