IndieInIndy on 21/9/2007 at 15:50
Rock, Paper, Shotgun has a short (
http://www.rockpapershotgun.com/?p=297#more-297) T3 Making Of article, with some quotes by Jordan. Not the extensive deconstruction we'd all love to read, but it does reaffirm that our beloved taffer is more suited as a cult game instead of mainstream.
ZylonBane on 21/9/2007 at 16:09
Quote:
Note that despite the lacklustre sales of Deadly Shadows means that it’s necessary the last we’ll ever see of the Garrett.
Jesus Christ. Nice proofreading there.
/meh on the interview... the guy seems to think the biggest problem with TDS was the renderer
Brem_X_Jones on 21/9/2007 at 17:13
Quote Posted by ZylonBane
Jesus Christ. Nice proofreading there.
Fixed. Thanks for the heads up, Zylon.
KG
Ziemanskye on 21/9/2007 at 17:46
The devs, when they've shown up in T3ed-Guild here have said - repeatedly, I think - that most of the problems were the renderer: once it was in they found they couldn't tweak it or work around it to do a lot of the things they wanted to.
New Horizon on 21/9/2007 at 18:23
Quote Posted by Ziemanskye
The devs, when they've shown up in T3ed-Guild here have said - repeatedly, I think - that most of the problems were the renderer: once it was in they found they couldn't tweak it or work around it to do a lot of the things they wanted to.
Yeah, it was the renderer as far as performance goes. The total outcome of the game rested on poor design decisions elsewhere though.
Muzman on 21/9/2007 at 20:27
If they'd been able to make the levels as big as they (seem to have) wanted to I'm sure we'd all have been a lot happier.
I guess that just lands us in a debate about which side of the renderer/Xbox equation is the most to blame for that aspect (interface notwithstanding).
ZylonBane on 21/9/2007 at 20:38
Quote Posted by Muzman
If they'd been able to make the levels as big as they (seem to have) wanted to I'm sure we'd all have been a lot happier.
Doubtful. There have been many, many complaints lodged against TDS. Larger levels would have alleviated only two of them (small levels and loading zones).
Muzman on 21/9/2007 at 20:49
The relative increase in happiness provided by fixing of a given complaint is not a property of its unitary place in the set of complaints.
ie. Ok,
I'd be a lot happier anyway.
On the proof reading front, I don't know what's going on here in paragraph five
Quote:
It was so
academicreally put your game down on paper. I don't believe that. I believe the best games are the ones that they could play and tune as early as pre-alpha”
jtbalogh on 21/9/2007 at 23:45
Got a headache from that paragraph.
Ziemanskye on 22/9/2007 at 09:14
As far as that paragraph, it seems to be saying what I keep saying: Thief Deadly Shadows (and Deus Ex: Invisible War) were better than their predecessors on paper. It's the implementations, and how the bits fit/work together that doesn't gel (and in some cases, what got nixed, though most of that's puritanical fanboy moaning).
They looked at what people outside the franchise fan-bases complained about with the games, and redesigned as academics (with theories and ideas, on paper rather than in code and testing) to try make it appeal more to those other guys, rather than prototyping and playtesting to make sure what they had was "fun".