vurt on 12/5/2009 at 08:04
Definetely like Thief3, a big improvement over Thief1-2 imo except the linearity of some levels (which im sure they could improve).
jtr7 on 12/5/2009 at 08:06
I want to get to know more of The City in every mission, every game, knowing we never will see the whole thing.
infinity on 12/5/2009 at 08:21
I don't think that too much was added by having the City a totally free and walkable place in Deadly Shadows, but it didn't hurt either. However, missions should be missions, and if you want to add in some adventure and exploring to get to them, that's fine, as long as you do it right. I guess I'm saying, like Deadly Shadows, but better.
jtr7 on 12/5/2009 at 08:29
Longer, wider, taller, more voluntary exploration. More intriguing vertical curiosity.
Dia on 12/5/2009 at 13:47
Quote Posted by jtr7
The City could sprawl for exploration, while the mission and map are on a fairly linear path. I liked being able to go back to Farkus's after trailing the Assassins to Ramirez' place. One could go all the way back to Home Turf and just look around, open some of the doors, find the canal that would be important later on, and so on.
Quote Posted by jtr7
I want to get to know more of The City in every mission, every game, knowing we never will see the whole thing.
Quote Posted by jtr7
Longer, wider, taller, more voluntary exploration. More intriguing vertical curiosity.
Ditto, ditto, and ditto! :thumb: More freedom to randomly explore The City, from sewers to rooftops! I think it would be fantastic if the devs could create a map such as that in Morrowind or Oblivion where you could pretty much go everywhere.
Quote Posted by vurt
Definetely like Thief3, a big improvement over Thief1-2 imo except the linearity of some levels (which im sure they could improve).
I realize that everyone's entitled to their own opinions, but wtf???
ALL of TDS was so linear that it almost made me cry (real tears)! There were
NO options to explore at random; you had to travel in a straight line from point A to point B. Just mho, is all.
Quote Posted by Taffer36
Should it be a Thief 3 setup, where you return to a city hub after every separate mission (imagine NOT having the city split up into eighty different sections, though).
Should it be a GTA IV style setup in that the player is dropped into the main overworld, and from there the story directs you to specific locations where the missions take place?
No to both.
TTK12G3 on 12/5/2009 at 13:54
The overworld thing would be cool if they made everything (or most of everything) between point a and point b lootable or at least explorable. Digging through tenements for candlesticks was pretty fun on your way to Angelwatch.
Queue on 12/5/2009 at 13:58
Quote Posted by jtr7
The City could sprawl for exploration, while the mission and map are on a fairly linear path. I liked being able to go back to Farkus's after trailing the Assassins to Ramirez' place. One could go all the way back to Home Turf and just look around, open some of the doors, find the canal that would be important later on, and so on.
Agreed. I like the idea of a "path" to follow, but the opportunity to do some side explorations on my own ala GTA-style.
Necros on 12/5/2009 at 15:16
Quote Posted by jtr7
I want to get to know more of The City in every mission, every game, knowing we never will see the whole thing.
:thumb: :cool:
Arkhanari on 12/5/2009 at 20:17
No city a la Thief 3 thank you. I have a nightmare about Thief 4 just being Assassin's creed Thief style. Give us big levels with set goals but where you're free to decide how to go about reaching those goals.. Like in Thief TDP and TTMA!
rainynight65 on 29/5/2009 at 08:50
Quote Posted by Dia
I realize that everyone's entitled to their own opinions, but wtf???
ALL of TDS was so linear that it almost made me cry (real tears)! There were
NO options to explore at random; you had to travel in a straight line from point A to point B. Just mho, is all.
I somewhat disagree.
The levels in design were not too far away from the design that TMA and TDP had (though I never played TDP beyond the 3rd or 4th mission). They felt a bit more constricted because of the loading zones, but at the end of the day you had pretty much as many options as you had in, say, the police station, cathedral or bank level in TMA. There's enough room for exploration in TDS missions like the cradle, the Pagan sanctuary or even the Rutherford mansion. You had the city (or parts of it) in Ambush and Life of the Party, and that's why we remember these missions, for their extensive map and multitude of options. But let's face it, those missions were a minority, and in most of them you were plonked in front of your objective and the city was somewhere far away.
The city itself in TDS was not exactly a great thing, we'll agree on that. It was more like a village, and the fact that you could find the same thing in the same place every day was a bit of a no-brainer. But I still liked the fact that the city was there, that you could do a bit of taffing and exploring in between missions. That's why I'd like to see something similar in Thief 4.