Marzec on 6/9/2024 at 11:22
Let's share each other's opinions/ideas for must have gameplay elements of fan missions.
Please post one idea per comment, preferably one sentence long, or few words, but can be longer if explanation is necessary. Wait until someone else posts their idea, until sharing next idea.
Let's use this thread as a compendium of FM gameplay features, quality of life elements, and mechanics that make the thief gameplay experience better.
Share your favorite ideas as well - those that you'd like to see in a potential fan mission.
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Let me start - I want to provide some examples, so I will post more than one.
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Environmental storytelling - object and room decorations that make you stop for a second, and read out an interesting story from it.
More than one way to enter a building.
Respawn places for water arrows, fire arrows and such, when important.
AIs doing everyday stuff, like operating machinery, cleaning the kitchen etc.
That one weird AI in a mission. (Tiny ape-man in a jar [Into the Odd], Cylix guard monster in [Calendra's Cistern], etc.)
True independent NPC doing their own actions. (Mercedes in Calendra's Legacy, Thieves in Upside Down, etc.)
A friendly guard patrolling the public street that you're allowed to travel.
An item lost by an AI. When given to AI, a scripted scene happens, and possibly a new item is received, or location is unlocked.
A Keeper visible from behind a window or a balcony of a building, disappearing permanently after a few seconds.
Spider cave or nest in an abandoned building.
A stash or treasure hidden by someone behind a wall, or other building structures, possibly with a nice note.
Stefan B. on 6/9/2024 at 14:34
In the title you ask for must have "features", but in the first sentence you narrow it down to "gameplay elements".
Indeed, for me to really enjoy a fan mission (or any other piece of art), the actual gameplay mechanics or technical aspects play a very minor role.
For me, the most important "feature" of a fan mission is the "soul" of the author that pours into his or her creation, and the passion that they must have felt when creating it. That's why the works of Eshaktaar, Morrgan, Sensut etc. have such a long lasting impact on me.
P.S.: I really love thiefguild! Greatest portal to all the fan missions. Thank you for creating and maintaining it!
Kamlorn on 6/9/2024 at 16:31
Some kind of animation or "cling" trigger for adjacent ladders when you're trying to get down. It's always a leap of faith: will Garret stick to it this time?
A.Stahl on 6/9/2024 at 17:14
Food sack. I'm sick already of choosing apple vs carrot vs deer leg vs cabbage vs (a whole set of cakes in some FMs) vs bread vs etc. Food is food.
downwinder on 6/9/2024 at 19:05
well you all know it was coming "dewdrop" healing fruit on a gold plate the smaller one, 3 coins on a table, a dog barking somewhere in mission, a book with kevel as part of the title, intruder painting, never using more then one of each painting in a mission = no doubles of the same painting in a mission, here is a weird thing i only seen once in a mission but it was very deep, have a window/you can not see through it, but when you get close and lean into window you can hear a person chanting, add a ashtray with a cigg in it or a pack of ciggs as loot.
Discendo Vox on 6/9/2024 at 22:01
Sync between intended play, stated play and provided tools.
taffernicus on 7/9/2024 at 15:31
- The hubbub in the tavern/bar/inn goes full swing as you stand near the tavern/bar/inn window
- intensify the owl sound other than crickets. A perfect ambience for night atmosphere
- random drunk AI bar fight or intoxicated AI doing street brawl with bare hands
- unpredictable guard patrol path
- availability of the water arrows in unusual places such as puddles on the road
- mysterious clues and readables that can be found in some street corners and buildings, for example,a random piece of paper placed in huge cracks in the wall, suitable for side quests
- dimly lit sewer
- natural light or light from street light coming out from window, perfect for a pitch dark room
- entering a building in an unusual way, for example, dismantling the roof tiles of a house
- waving tall green grass in some section in the garden instead of vapid ordinary green grass
- a large variety of animals other than burrick that can be found in the garden or backyard. Add some jumping rabbits
- some interesting posters(not a readables) attached to the wall, with a rather small font that will force you to read it carefully.
- This might be a bit drivel-y : trees, yes ramp up the tree quantity. Because I see the surroundings of the street in thief game is very arid
- The whooshing sound of wind when you stop on the roof or balcony of a tall building for just a few seconds. it's so comfy.
- unconventional AI activities and animations. I see this slowly becoming a trend in some new fan missions as of late.
taffernicus on 7/9/2024 at 15:51
well some of those are improvement recommendations from me
lordhern on 7/9/2024 at 18:15
how about the DO NOT DO list.
*. frobbable doors/gates than cannot be unlocked by any key nor is pickable nor bashable. DO NOT DO THIS.
(add as you see fit)
now onto some other frustration points.
Keys.
*. if your mission absolutely must have more than five keys provide a keyring.
*. keys that vanish when unlocking something - DO NOT ALLOW A KEY TO BE DESTROYED IF YOU USE IT ON THE WRONG LOCK. <nuff said>
Ghostly on 7/9/2024 at 19:29
Not so important keys disappearing on use to avoid clutter. (keeps inventory clean)
That one loud drunk AI trying to sing. (the one's from Thief 1 are better at this)
AI's scripted to talk to certain specific ones once, when player is close enough to hear regardless if its important or just for showcasing idly and fun banter. (breathes more life into the mission)