No, not another "will there be thief4" thread, but... - by Flux
Molock on 15/4/2008 at 22:43
Quote Posted by jtr7
So Molock, what compells you to keep an eye on this thread?:D
Damn you, I thought the shadows hide me well enough. How did you find me in here? :confused:
However, while lurking around I found it very amusing that everyone is talking about a game which is not even announced and has no proven existence (yet?). People never cease to puzzle me. Oh well, guess I am just an obsessive oppositionist.
Malleus on 15/4/2008 at 22:47
Quote Posted by Springheel
Also, since your partner could save the game, you wouldn't even know for sure exactly how far back the save game was, so it would be difficult to know what you had to redo.
Well, I can only talk about SCCT in this case. In there, only the host could save and load the game, and when he did it, the client's session also paused and showed the progress bar. So both of you knew when the save occured - it was like "dude we should save now" "okay wait a second until I get into a good hiding place ... okay, good to go" and then he saved the game.
Orobas on 15/4/2008 at 23:39
I know this sounds god awful, but has anyone piddled around with the idea of a Thief game that is an mmorpg like World of Warcraft. Think about it, an entire planet filled with cities, manors, country estates, ruins, etc. for a thief to explore. nearly limitless possibilities for a burglary job, plus the option of working twith others or solo. You would be expected to have a place to live, rent to pay, bills of some sort, alliances to forge or break...
Dussander on 16/4/2008 at 00:49
You wouldn't get the detail necessary. Thief games have always been about detail.
RavynousHunter on 16/4/2008 at 00:57
Quote Posted by Orobas
I know this sounds god awful, but has anyone piddled around with the idea of a Thief game that is an mmorpg like World of Warcraft.
MY EYES ARE BLEEDING!! AHHH!!
not the mmo bit, the WoW bit.
Orobas on 16/4/2008 at 01:26
Hey, that's why I asked. I understand the need for detail. It was a lack of detail in certain areas that really doomed TDS. Of course, there would be no ability to do a cohesive story, which is what made TDP and T2 work. I think that any work on a T4 should start with story. The engine will sort itself out. I'll go get the bandaids for those bleeding eyes...:eek:
Gambit on 16/4/2008 at 03:01
Quote:
I know this sounds god awful, but has anyone piddled around with the idea of a Thief game that is an mmorpg
Actually there´s Thiefinthedark on this forum who had that idea and even wrote a design document about it for his scholarship.
You can check it here:
(
http://www.ttlg.com/forums/showthread.php?t=120305)
I don´t think a stealth only MMORPG would have the appeal as the others.
Maybe Bethesda could make the entire land of Oblivion online and you can play with your Thief/Assassin character with special Thief/Assassin guild missions. Sounds more commercial.
jtr7 on 16/4/2008 at 03:29
Quote:
it would work in that specific sci-fi setting where they could explain how you're brought back to life, but not in a modern day or fantasy world. But that's probably just me ... I am a difficult person, am I...
As long as you've covered all the bases.:p The Thief world is rife with necromancy and keeping dead animated. There's also a hint that there's most likely the opposite of the dark energy, so resurrection isn't totally out of the question (one time would be good, yes, and at a cost, with consequences, all controlled by flags and variables), or the character didn't really die (like Garrett's first TDS "death" by City Watch), but a superdose of health potion (however those work) brought the character back, but is lacking the health and tools of the trade.
Malleus on 16/4/2008 at 10:47
One player being able to revive the other should be fine, it's the 'player1 dies -> player1 magically reappears in a pre determined position on the map' thing I don't like.
Orobas on 16/4/2008 at 12:27
Ahh... but here's a novel idea...
I know many players are used to saving during the mission, and a Thief mmorpg should be no different. I myself only saved in areas that were difficult for me personally to traverse (heights, snakes, haunted children's rooms, etc.) There were many a time I went through 50-75% of a mission with less than 5 bars(is that the proper name for the life meter in Thief?) of life. If you were on a mission in real life, there's no way that you would get everybody to stand around and wait for you to try again. It made the game even more realistic for me. That and the fact that you died if you were caught.
Now, that doesn't mean that I didn't like the idea of waking up in jail the first time I got caught in T3. That was great. In an mmorpg setting, getting caught means running the risk that your apartment gets discovered, having to re-locate, finding a neighborhood where nobody knows wwho you are. I say that an mmorpg should expand the between time a thief spends running the city streets. After all, it was that between time that allowed me to acquire gas arrows, money for those climbing gloves I loved (and hated) so much, allowed me to practice pickpocketing and blackjacking without screwing up my missions. Even today when I play, I discover some new way of doing things.