operaghost on 30/1/2007 at 01:46
The Siege engine was a work in progress, but how would the game have been if Looking Glass continued to make it? I heard rumors that you'd be able to wander an expansive city with a sewer system, choosing to rob houses and break into parks and cemeteries after hours: As far as what I heard, you'd be free to wander a large city with a linear mission style like Grand Theft Auto.
As for how Thief 3 turned out, at first, the only areas of the city you have access to are the areas that lead you to the next objective, with small loading zones and not much to do beside pick some locks and pickpocket, all within confined spaces between loading zones. Would Looking Glass have handled it the same way?
Are there any other differences there may have been? For one thing, even though Ion Storm was a different company, Thief 3 had some guys originally from LGS.
Palantir on 30/1/2007 at 02:40
IF Looking Glass continued to make it, IF Looking Glass Studio was still alive.
Unfortunately, Looking Glass Studio is closed. And then, Ion Storm....:tsktsk:
Jashin on 30/1/2007 at 13:06
The reason LGS shut down is because of finances.
The reason some people don't like Thief 3 is also due to finances.
To stay competitive in a graphically obsessive market by way of a hardcore PC game title, would LGS cave to market pressure and streamline, or die?
Hope that answers your question. LGS never had a choice. If you want to do a speculative thread, speculate how LGS would survive as a business first. I'd put more stock in a community project like DarkMod than go off on a witch hunt for who's at fault and what could've happened in an ideal world.
Abysmal on 30/1/2007 at 13:45
Said it better than I ever could have. They'd likely have to scrap it for something more graphically competitive, as well as bend to the will of Eidos' platform wishes (was originally heading to PS2). It still remains a fantastic installment to the series, and is what LGS folk say they've always intended.
Ziemanskye on 30/1/2007 at 19:49
*Apart from the small areas/loading screens, we know that narked the level designers.