No, not another "will there be thief4" thread, but... - by Flux
The Magpie on 10/4/2008 at 14:03
You didn't even read his sidebar, did you?
Enough of that. Here's something which I don't think has been properly addressed previously in the thread.
Any team wishing to do something Thieflike - let's, for instance, use The Dark Mod team as case in point, since that's something we
know is in development - needs to go deep. Way deep. To quote (
http://www.next-gen.biz/index.php?option=com_content&task=view&id=7381&Itemid=2) Ken Levine:
Quote:
“Looking Glass was obviously a really impactful experience on me,” Levine explains. “It was my first job in the games industry. I'd met a lot of people who I really respected and admired - people whose legacy is more known to the intelligentsia of the gaming field, and is still being felt. I left because despite how talented the people were there, in some ways it was more like a university than a games company. There really was a dialogue about advancing the media, but not a lot about making successful products.”
I say. In this thread we agree that Thief was, in fact, a "successful franchise", do we not? (It's entirely possible that LGS stumbled upon the formula of our addiction by accident, like Levine almost makes it sound like, but hey.) They did have the right ideas for Thief, and the will to push forward. That needs to be present in a team producing a gameplay experience such as The Dark Mod. When designing levels, one should pay special attention to how they'll
feel to the player.
That's got to be the number one selling point. The gameplay itself is more or less to emulate Thief. The story is actually not that important. But if it doesn't quite
feel right, you're hosed. Like all art, the amount by which a game may transcend beyond "mere" craftsmanship is to which degree it possesses an innate ability of emotional evocation. Like some survival/horror titles manages pretty convincingly. Now, IMHO the way some Japanese titles (games and anime) do it is the wrong way to go - I find that for me, their paintbrushes are often too heavy. Some like it that way, though.
One needs to capture the feel of the
gameworld. Not just atmosphere, but try to make it feel real. Make the player believe. Make us suspend our disbeliefs. Not to the point of simulation, but to the point of keeping a sustained sense of wonder. In other words, immersion. That's what I keep asking for.
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L.
Aditya on 10/4/2008 at 14:18
Quote Posted by The Magpie
You didn't even read his sidebar, did you?
Were you addressing *me* ? Sidebar or not, if you want to state how t3 was a disaster compared to t1-2, then why not make another 1252th thread about it and let others discuss something else for a change, in *this* thread?
Quote Posted by The Magpie
snip... Ken Levin...snip
Read some BioShock threads. He is not liked by ttlg'ers anymore so his comments about glorious days at LGS and his 'learning' is a sweet irony at this point. According to many posters there, he made BioShock that was dumbed-down, designed for consoles, stupid story, not living upto Shock2 name etc etc...hmm, where did I hear these complaints before? Right, about the last game ION Storm made..
New Horizon on 10/4/2008 at 14:56
Quote Posted by Aditya
...where did I hear these complaints before? Right, about the last game ION Storm made..
There is validity to some of the complaints about Bioshock though. Levine himself often visited the TTLG forums during development and talked the game up to be something that it definitely wasn't. I don't think people are so much angry about how Bioshock turned out, they're angry that they were lead to believe they were going to get a true spiritual successor to System Shock. I think if Ken had of spoken honestly about the game then people wouldn't have felt quite so disappointed. I think there was a much deeper, almost personal relationship felt by some TTLG folk towards Irrational Games, and they didn't expect to be sold a lot of hype. Bioshock was a great shooter, but I wouldn't have called it a spiritual successor to System Shock...I think that's what really mislead a lot of people.
Aditya on 10/4/2008 at 15:14
Quote Posted by New Horizon
There is validity to some of the complaints about Bioshock though.
I didnt mean to invalidate that, ofcourse. But its time people stop quoting Ken Levin anymore just coz he was once part of LGS. These days he is just talking lots of bullshit. The only 'honest' thing he recently said is "people love stupid stories"...the guy seems almost surprised that his average-quality BioShock got tons of recognition and 'best of' awards and thus comes the statement. :mad:
The Magpie on 10/4/2008 at 15:52
Who complained about derailing five posts ago?
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L.
Aditya on 10/4/2008 at 16:06
Funnily enough, we were discussing topic raised by *u*, Ken Levin quotes n all...surely that was 'something else' from 'man, t3 so sucks' posts?
On the topic, I wonder when they are going to reveal more info. Apparently the guy even removed the "T" logo on his facebook profile...hmm, *suspense thickens* :)
Gambit on 10/4/2008 at 16:32
There are many T4 expectations.
Most of us are afraid that it may repeat some T3 errors (and I will refrain to turn this into an attack of T3 witch had problems but witch I honestly enjoyed and liked).
So far many of he problems were engine problems:
-Loading Zones
-Map size
-No swimming
-No rope-arrows
-No good ragdoll physics
I´m certain these main concerns are not going to be repeated in T4. They are going to use a better engine.
As for the rest of TDS criticism, they were design based ones. Atomic blue color, readables, glint, HUD, etc. But T4 is not going to copy T3 design decisions.
That doesn´t mean they won´t make new bad designs, that´s honestly a case of wait and see.
The last T4 concerns I see are with mainstreaming, "dumbing down". Dumbing down both the storyline and the gameplay. At least the gameplay has the difficult modes to appeal both newcomers and veterans. As for storiline, I will agree that this is uncertain territory... So many paths.
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Now staying away from the fear game we have the expectation game.
Remember how in the Prince of Persia: Sands of Time you could wall-run ?
Then in the Warrior Within you had a better fighting system ?
Then in Two Thrones you had all that and the fast killing modes ?
(no I don´t want Garrett wall-running...)
What I want to say is that with each sequel the specific gameplay can be improved. New stealth moves for Garrett (and again POP was just a loose comparison, no superjumps :P ), new ways to interact with the world, new things to make Thief gameplay better that only today´s technology can provide.
The Magpie on 10/4/2008 at 16:47
Yeah. Now, I'd like to reserve the specific gameplay issues for a new Thief title for a separate Thief 4 Wishlist forum. Which I feel we'll get if there ever comes an official press release for such a game.
Right now I'm most interested in the design philosophies we'd want the team to follow. And to illustrate our points, we'd have to draw comparisons and give examples from other games. And you know which game is the closest to compare to.
For instance, if the devs have no concept of what role-playing really is, or don't want to make a first-person RPG, I get skeptical. (What if they believe RPGs are all about stats and customization?)
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L.
SubJeff on 10/4/2008 at 17:05
I'd be happy with wall running and acrobatics. They could easily be integrated into stealth based play. You might wall run to avoid a guard, you might do some Jackie Chan style jumps to get into the rafters. Why not? If done well it could be great. Heck, I'm all for expanding and extending the gameplay as long as it's done well.
Aditya on 10/4/2008 at 17:25
Quote Posted by The Magpie
Right now I'm most interested in the design philosophies we'd want the team to follow. And to illustrate our points, we'd have to draw comparisons and give examples from other games. And you know which game is the closest to compare to.
You speak truth..atleast partially. Know that there isnt only ONE game in Thief universe [T3] to compare to and find faults from. Therefore, I would like T4 team to avoid making stupid, STUPID mistakes from
Metal Age, such as:
1. Two missions back-to-back in the same mansion [height of laziness]
2. Two missions back-to-back leading on the same chase
3. Toning down of swimming aspect [I dont remember even one level in which garrett was *required* to swim as much as in T1, it was almost optional...and then people made such a huge cry about lack of swimmable water in T3!]
4. Total removal of supernatural elements
5. Vast but empty levels, nothing interesting to do, filler rooms [soulforge cathedral]
6. Pointless neverending conversations between main protogonist and his new-found crush in all the mission briefings [garrett n victoria]
7. naive and illogical attitude of the main protogonist about 'discovering' the identity of his killers [who would want to *kill* me? ofcourse not the obvious ones...mechanists, so I will play 8 mission to discover THAT!]
9. Ever-changing apperance of victoria n garrett in cut-scenes [victoria looks nothing like she was in T1 and the facial expressions are too exagerrated and out-of-context] Admittedly, even TDS suffered from this.
Basically, I expect T4 team not to copy the narrative structure of T2. LGS made a mistake of making the levels first and then constructing the story around it, resulting in the botched-up job that is known as Metal Age. Also, I definitely would want T4 to be spooky and mysterious.