242 on 16/5/2009 at 10:55
Regarding the first post: that's why Thief sometimes is called "thief sim", and Splinter Cell is just a linear and dead obstacle course.
bukary on 16/5/2009 at 11:28
Fett, you hit the nail on the head! :thumb: "Open world" (exploration) is what makes Thief great. IMHO it is so far the most important thread in T4 Anticipation.
René, EM should read fett's post.
I hope something like that found its place in the document sent by jtr7 to EM. :) (Not that I think it makes them change the core concept of the game.)
But I also agree with Twist. Please, do change the title. It's misleading.
Abru on 16/5/2009 at 14:32
T3Ed :)
TTK12G3 on 16/5/2009 at 14:35
...I never thought that falling "outside" the map would be considered so awesome... Great post, fett!
Myagi on 16/5/2009 at 14:42
Quote Posted by Subjective Effect
Its not
quite as bad as you make SC sound (I have that too but I've only played the tutorial)
Another "SC moment" I had was I think in the demo, there was a morgue with a couple of autopsy tables or something. Somewhere in there was an invisible trigger that triggered some irrelevant bullshit, and when I first went in there I walked around a little, saw everything I needed and continued playing. At the end in order to complete the objective you had to access/hack a computer or something, but it wouldn't let me. Turns out because I hadn't walked across their damn trigger in the morgue downstairs, it wouldn't let me access the computer. That kind of anti-simulation scripted junk should not serve as any kind of inspiration or reference for a Thief game.
SC is the Anti-Thief, and when I heard a SC game designer say Thief inspired him it was a nice facepalm moment, it's bad when a designer can't break it down more than "shadows-sneak, ergo Thief". Seeing how D'Astous says he's playing SC for inspiration just makes me shudder.
mothra on 16/5/2009 at 15:07
I'm playing velvet assassin right now and it's a prime example of how to simplify your interactivity with your environment and ultimately take away everything of the "atmosphere" you tried to build. being able to reach unintended places and have "story-unrelated" spaces is one of the many layers that make a game great and was one of the qualities of T1+2.
Queue on 16/5/2009 at 17:15
Well said, fett, and so very true. I remember the moment when I left the "boundry" of the game; though it shouldn't have, suddenly it felt very real.
ps ...you suck.
BG_HHaunt on 17/5/2009 at 06:12
The new games offer an open world so thief 4 probably will.It's always better to go to a destination the way you want,not the way the developers want
Beleg Cúthalion on 17/5/2009 at 06:25
Still, if I head along the First City Bank and find only one cellar window frobbable or one omnious stack of crates, it's practically the same, even if it means a couple of "scripted" entrances instaed of one. Basically you're right, fett, but usually even Thief isn't so "open" - and it wouldn't be possible to create it in extenso.
SubJeff on 17/5/2009 at 07:18
yes, you are correct, but with modern technology and the massive levels of TR:Underworld the merging of the openness of Thief and said large levels could create some explorathons that are really quite unique.
This would not be possible with the strict scripted paths a la SC (or even TR:U).