TheGrimSmile on 24/6/2009 at 03:46
Quote Posted by Stath MIA
I'm not sure if unlockables are quite in the feel of Thief, but maybe if "veteran" functioned as a hidden difficulty within expert it would work. Let each mission have an invisible optional objective to knock out no one which, if completed, gives the player an out of game award (like behind the scenes footage, concept art, and the like). This prevents the over valuing of one playstyle over another while simultaneously awarding ghosters. How 'bout that y'all?
Mmmmmm...
Well, it wouldn't over value play styles in-game, but... it seems to put the ghosters (that's a funny name...) above other players and styles in the community. It's kind of forcing those who like to complete and unlock everything to play in a way they may not enjoy, or possibly in a way that they just can't.
Plus, I want to feel like I'm playing the game to play the game, not to get something extra. Plus, I think people here on TTLG (including you) find enough of this extra stuff on thier own :thumb:
Stath MIA on 24/6/2009 at 03:48
True! :thumb:
malau on 27/6/2009 at 19:19
"Should Thief IV limit knockout opertunities?"
Can't you edit your spelling of the word 'opportunities' in the title so that Rene from Eidos Montreal doesn't think Taffers can't spell ??
TheGrimSmile on 28/6/2009 at 03:08
Quote Posted by malau
"Should Thief IV limit knockout opertunities?"
Can't you edit your spelling of the word 'opportunities' in the title so that Rene from Eidos Montreal doesn't think Taffers can't spell ??
Right, right, I got it, I got it, I got it...
jtr7 on 29/6/2009 at 20:58
The older titles did something that is not much understood and isn't so prominent in TDS, and if the player goes along with it, or embraces it, it makes the player even more masterful at the games. The restrictions on the player are part of the puzzles laid before them, and the inconsistencies between missions are to stretch and grow the player's perspectives and skill-set. The player is in constant training as he/she plays through from mission to mission. This allows the player to catch up to Garrett's skill level. Asking for more freedom from restrictions on harming/killing AI is actually a departure from the challenges that make the player better at being a Thief. It's a bastardization, a perversion of what sets Thief apart.
Thief's strengths actually include the variety of play-styles forced upon the player. It allows the player to find their own playstyle and define it. Each mission should not be homogeneous to the others in what it takes to fulfill the mission goals, but they should all be flexible for the most part. Every mission should compensate the player for the restrictions, but should not pander.
R Soul on 29/6/2009 at 21:32
I don't think they should limit knockouts by having a maximum number specified in the objectives. I wouldn't have any objection to them creating 'natural' limitations, such as tiled floors (but not too many) to make it hard to get close enough, or to have large parts of a patrol route watched by stationary guards. A determined player could still find ways of knocking out the guard(s), but they'd have a greater incentive than normal to just leave them alone.
Namdrol on 29/6/2009 at 21:37
No killing humans.
jtr7 on 29/6/2009 at 23:01
Design the missions to give the restrictions legitimacy, and give consequences for degrading into Garrett-less violence. People want immersion and freedom to make a mess, while paradoxically flaunting the realism of bringing down consequences of one's own actions upon one's head. Mission fail. There's a balance to strike, and unhindered character-breaking violence is extremism, and a compromise of Thief's unique gameplay. Let the nature of the mission determine what is acceptable, and leave the workarounds to the players in the sense that fett was talking about, where breaking the game becomes its own game. Just leave Thief alone, and not turn the broken rules into officially pre-broken ones that we aren't challenged to deconstruct. Leave it to the modders and FM builders to make personalized missions. Why? Because that is another freedom the players have been granted, and I hope to see it continued in the new game.
mcnils on 2/7/2009 at 03:36
Quote Posted by jtr7
(...)
His words in the builders ears.
Dia on 2/7/2009 at 14:40
Quote Posted by Namdrol
No killing humans.
Why not? Some of them are very, very bad people.
;)