Chade on 18/1/2011 at 22:11
Quote Posted by Dia
But you do have a point about someone marrying a thief, z1975 - unless that someone was also a thief to begin with
Heh ... in Garrett's case, it probably wouldn't be for love.
It could be the culmination of a series of missions in which Garrett plants his name in some birth records, acquires a bunch of props, and passes himself off as a noble fit to marry some hugely rich daughter ... whose grand-mother just happened to have a famous fancy ring kept under lock and key.
Of course, he wouldn't actually get married, on account of sneaking out past the wedding congregation with the ring, not to mention half the wedding gifts.
That's the only thing I can think of anyway ... any other ideas?
Renault on 19/1/2011 at 06:27
I have to admit - and I know this idea has been shot down repeatedly - but I'm intrigued by the concept of a large open world/sandbox style of play for Thief, mainly because I really enjoy those types of games. The City just seems like a perfect setup for it. Of course, and it should go without saying, there are good ways to do open world, and bad ways.
A hybrid of open world and mission based could work too. If Garrett went to certain areas of The City, a very specific mission could be initiated, complete with briefing and objectives, and the player would need to complete it before returning to the open world. This may sound like TDS, but open City areas would need to be much larger and more complex - I'm picturing something more on the scale of Fallout or Oblivion. The City areas in TDS just weren't believable.
Any RPG type gameplay would be out - no ways of increasing skills or "leveling up" - stores might be permissible before engaging in a mission, but I didn't like how this was done in TDS so that would take some more thought. I do like the idea of opening up new areas as the game progresses as a way of "rewarding" the player and furthering the plot. And instead of using the open world areas as a place Garrett can simply plunder for meaningless cash, it should be more about breaking into areas that give info on where and how to proceed with the mission portions.
jtr7 on 19/1/2011 at 06:54
I would like to see larger areas, but I would not want generic filler or wide expanses or large forest areas as filler to make it all bigger. Densisty and increased accessibility is superior for a Thief game, more places to infiltrate, not just streets and rooftops, but I'd like larger mission maps, too. Life of the Party + Ambush x most buildings and floors and sewers accessible = ginormous (one map that big has multiple times the play area of all of TDS combined)! I don't think a real virtual City, Thief-style, can be done without multiple Blu-Ray discs. Full of filler and inaccessible buildings can make it possible to build in a timely manner and reasonable large budget, but then, it wouldn't be what Thief offers differently than other games. One map that big would certainly feel sand-boxy, and 15 maps that big would be generous. Pagan portals (used judiciously and according to a solid Pagan idiom) could help fight retreading. I'm afraid Garrett would have to be able to build them himself to avoid grinding and other open-world drawbacks. As for loot and equipment limits, there's no good solution but to keep it in chapters and isolated mission maps, which we need to get away from even the TDS-level of obvious forced limits on powerful gear and none on money. The fiction is important and will be hurt if the player can cover too much ground and from wild angles.
downwinder on 19/1/2011 at 11:09
thief 1 was epic,thief 2 was also epic ,thief 3 was ok but sluggish in game play,compared to earlier 2 thief games,so i hope thief 4 is like thief 1 and 2.
and they better put dewdrop in part 4,that is one of the thing in part 3 i was disappointed in also lack of rope arrows and swimming but i am not a fan of swimming so that was fine with me.
i want super long missions too,tired of those 30 min missions i want to be in a mission for hours on end
jtr7 on 19/1/2011 at 11:34
I find it unacceptable that a single TDP mission could have more world-building than the whole of TDS. T4 should not concern itself with "cutting away the fat", especially when most of it was not even concerned with game-mechanics but creating atmosphere and a sense of a much larger world, with a history, arts, industry, the wilds, an ecosystem, an infrastructure, geology, mystery, power, tech, magic, wannabes and terrible masters, government, law, seafaring, and diverse and distant peoples, most of whom we never meet, but without who much would not exist as Garrett knows it.
intruder on 19/1/2011 at 17:05
A step-by-step campaign as in T1 and T2 is fine with me. What I would prefer is to not to start right next to the place you are supposed to loot. This is what makes LotP such a great map for me: you have to travel trough an entire district to get to your location - and then back again. More missions could do it this way, even better if the way back is a different one. So what I would like to see is more of the City in every level, not just the bank or estate I'm supposed to rob.
negativeliberty on 19/1/2011 at 17:54
Quote Posted by jtr7
I don't think a real virtual City, Thief-style, can be done without multiple Blu-Ray discs.
It could be done, and still easily fit on a standard dual layer dvd (two DVD9's is also pretty common for games right now, although that's mostly down to bad compression and or lots and lots of dialog or cutscenes), especially now that tessellation is becoming more widespread to help increase the complexity of the geometry without increasing the memory footprint or graphical load too much. That's not to say it's easy, of course. The level of research and detail we've come to expect is of course even harder to pull off on such a scale. It's more a matter of development resources and (lack of) vision, rather than technical 'limitations' (unfortunately it was the reverse when they were making TDS or it might've been a totally different game).
One benefit
for a Thief game having a more open world "like TDS" (well, hopefully not) is that it won't require an epic amount of dialog, since Garrett isn't meant to interact with most of the people that fill the world 'between' actual locale-specific missions other than stealing their valuables.
Of course the real question as you say is what it'll do to the gameplay. If you can just nab some purses and buy 50 water arrows at any of a dozen Thief gear shops there won't be much of a challenge, nor will it push people to explore each mission thoroughly. Of course the solutions to those problems are often not that hard to find (such as, you know, not having such idiotic shops at all). Overall though, I'd much rather have them create the illusion of a vast City (and with vast sections thereof) instead of actually making it a vast sandbox - mainly because I have serious doubts as to the competence of quite literally any developer to make such a version of The City, let alone Eidos Montreal.
jtr7 on 19/1/2011 at 21:48
I said "no filler". If you can't go inside it, populate it with AIs and patrol routes placed by hand and furnished, it ain't Thief.
negativeliberty on 19/1/2011 at 23:13
Quote Posted by jtr7
I said "no filler". If you can't go inside it, populate it with AIs and patrol routes placed by hand and furnished, it ain't Thief.
Sure, although to be fair hardly
every building or structure in TDP/TMA had an interior, and I'd go with "very little filler" (depends on your definition, however zero filler is impractical/impossible). I still think such a City would easily fit on a single DVD9, even with lots of interior spaces. The minimum we should expect of the buildings we can't venture inside though is being able to get on the roofs or otherwise use them to our benefit. The problem isn't so much in the (size of the) geometries as it is in the developmental process. Of course, we don't know what engine will be used, and I don't want T4 to repeat the mistakes of TDS, which is why I'd prefer the simple solution of classic style enormous missions and City sections, and the illusion/suggestion of an open-world City, possibly even more so than in the first two games.
zachary1975 on 20/1/2011 at 02:44
Quote Posted by Chade
Heh ... in Garrett's case, it probably wouldn't be for love.
It could be the culmination of a series of missions in which Garrett plants his name in some birth records, acquires a bunch of props, and passes himself off as a noble fit to marry some hugely rich daughter ... whose grand-mother just happened to have a famous fancy ring kept under lock and key.
Of course, he wouldn't actually get married, on account of sneaking out past the wedding congregation with the ring, not to mention half the wedding gifts.
That's the only thing I can think of anyway ... any other ideas?
Chade, I see that being a possibility, but I can't see him sneaking out during the wedding in front of all the geusts. :p