Rga_Noris on 11/7/2011 at 00:50
Someone over at the EM boards found this:
The resume contains come small tidbits about concepts that Farrus worked on in Thief 4, so I figured I would plop it here:
• Developing pre-production concepts into fully-designed systems (rewards
schedule, shops, escape gates, public zones, etc.)
• Designing the side-content of the gameʼs hub: activities, enticers, goals,
flow and rewards
• Formulating the design guidelines for “extreme situations”; memorable
scripted sequences with altered controls, camera and/or gameplay rules.
I'll also post what I posted at the EM boards as well:
I'm probably being too positive, but we need to be careful when we read that.
Scripted sequence could mean anything... literally anything where what the AI or player does what is predetermined or 'scripted'. For example, in TDP, Constantine performs a ritual at the end... this is entirely scripted, and memorable. You remember it because its cool, and a sense of time-pressure is applied to the player... there is also nothing you can do to change it, aside from beating the game by replacing the eye, in which case another scripted sequence is triggered and Constantine dies by explosion... Or visiting Karras in the last mission of TMA... he sees you through the window, babbles on about stuff, and walks around. Also, every single conversation could be considered scripted, so take that one lightly.
Altered controls could mean that Garrett uses a control panel to manipulate some steam-driven crane to gain access somewhere. As for altered camera... well, there are not a ton of different ways to interpret that, so we can expect some out of body experiences... hopefully its more in the form of a cutscene, which Thief has always had, and not to show off some "k3wl m0ovs!"
Anyways, its way too little to say much of anything. There are so many things, both good and bad, that fit within those descriptions, many of which are present in some form or another in TDP and TMA.
Biohazard on 11/7/2011 at 16:44
It does sound like the game will feature the city as a main hub in between missions like Thief 3. If done well, it might really add to the game. I wasn't a huge fan of the way it was implemented in Deadly Shadows though...