Thief 4 musings... - by EZ-52
EZ-52 on 4/1/2010 at 18:52
Quote Posted by Goldmoon Dawn
The original sound when you grabbed loot also should be considered. Its another one of those memorable warm fuzzy sounds.
This as well, how could I forget!
Hit Deity on 10/1/2010 at 22:03
Definitely the Objective and Loot sounds need to be in T4.
Speaking of noises: I hear one of the Thief door sounds everywhere. Many shows/movies use the same one I think. No, I don't know which one it is. Sorry.
jtr7 on 10/1/2010 at 22:28
The last one I heard was in Tim Burton's Alice in Wonderland trailer, when the Queen of Hearts opens a set of double doors.
DarkMax on 11/1/2010 at 19:23
Yeah, and the sound of the Thief 1's noisemaker arrow. And don't forget the sound when Garrett drinks a potion.
BEAR on 12/1/2010 at 04:34
But, might it be somewhat uncomfortable to have yourself constantly reminded of a different game whilst playing this one?
I on one level entirely agree, and would almost like MOST sounds to be ported over to make me feel more at home, but if the game sucks, wont it degrade the pleasant nostalgia you can get from the sounds and their associations?
I find sound copying's to be more fitting in a remake of a game, rather than a potentially good potentially terrible sequel.
In the end it seems like almost a trick to make it feel more thiefy than it might actually be, distract from what might be less-than-thiefy, just by the cheap thrill of playing a new game but hearing the oh so familiar noises.
jtr7 on 12/1/2010 at 04:45
Different game?
I would hope it would feel like home, in spite of all the unavoidable changes. Those sounds are just very well chosen and satisfying. I don't want Thief 4 to feel so separate that I'm constantly reminded it's NOT the other games in any negative way. It had better be a comfortable fit, worthy of the name "Thief", and not seem like a third or fourth cousin to the trilogy.
The_Caped_Eluder on 12/1/2010 at 18:34
One more vote for the original "loot grabbing" sound for me.
=)
ZergMasterBaiter on 20/1/2010 at 19:57
There is just no escaping the gaming "dumbing-down" console trend. Chances are it's going to be Deadly Shadows ver. 2.0, with better graphics to make all the graphic-obsessed teenagers happy, and even less like the first two installments gameplay-wise. Can you even imagine today's typical 14-year old playing a Thief game, lurking patiently in shadows for long agonizing minutes to learn the patrol patterns of some random guard? Didn't think so :rolleyes: Kids who grew up on bloody Counter-Strike and more recent multiplayer fragfests like MW series are not gonna have enough patience or imagination for such "boring" gameplay. Thus, to succeed (that is sell a crap load of the product) the developers are going to make compromises in mainstreaming their game. Will probably spend unnecessary amount of time tweaking the multilayer at the expense of singleplayer and streamline/make the game more dynamic at the expense of challenge/intelligence so as to appeal to today's typical console gamer. And oh ya, the game is in all likelihood being developed for the consoles with the PC crowd getting a port. Just my two cents.
Zillameth on 26/1/2010 at 15:54
Well, I used to play Counter-Strike every day for three years, and it didn't stop me from liking Thief a lot. :)
Obviously, Thief wasn't a game for people with ADHD, but not every today's game is particularly fast paced, either. I think the biggest expectation mismatch with Thief and mainstream console audience is that Thief wasn't a visceral game. It was all about things going on in your and your enemies' heads, and younger gamers are not used to that. But I think it's a barrier you can overcome. I mean, I was 18 when I first played Thief demo.
As for dumbing down, games are not being dumbed down for consoles. If new Thief was a PC exclusive aiming for massive audience (i.e. one that can pay for the costs of development), you would see similar tendencies. Games are being dumbed down for the sake of people who haven't been playing games for 5+ years.
There's no guarantee they won't dumb the game down, because it depends on their development philosophy, among other things. But I strongly believe it's not necessary.
Dumbing down usually occurs when game relies on player's understanding of gameplay conventions (such as moving your character and rotating the camera independently), while these conventions pose a difficulty to inexperienced players. Features that rely on them are cut as a result (hence dumbing down). As an alternative, you can carefully direct the experience in order to ease the player into unfamiliar conventions. It's been done before. It's much more difficult than the big scissors syndrome, but it does work. People usually point to Portal as the primary example, but I've actually seen a lot of this stuff happening recently in the so-called casual segment.
Also, I want that sound that played right at the beginning of every mission.
jtr7 on 26/1/2010 at 21:01
Quote Posted by Zillameth
Well, I used to play Counter-Strike every day for three years, and it didn't stop me from liking Thief a lot. :)
Obviously, Thief wasn't a game for people with ADHD, but not every today's game is particularly fast paced, either. I think the biggest expectation mismatch with Thief and mainstream console audience is that Thief wasn't a visceral game. It was all about things going on in your and your enemies' heads, and younger gamers are not used to that. But I think it's a barrier you can overcome. I mean, I was 18 when I first played Thief demo.
As for dumbing down, games are not being dumbed down for consoles. If new Thief was a PC exclusive aiming for massive audience (i.e. one that can pay for the costs of development), you would see similar tendencies. Games are being dumbed down for the sake of people who haven't been playing games for 5+ years.
There's no guarantee they won't dumb the game down, because it depends on their development philosophy, among other things. But I strongly believe it's not necessary.
Dumbing down usually occurs when game relies on player's understanding of gameplay conventions (such as moving your character and rotating the camera independently), while these conventions pose a difficulty to inexperienced players. Features that rely on them are cut as a result (hence dumbing down). As an alternative, you can carefully direct the experience in order to ease the player into unfamiliar conventions. It's been done before. It's much more difficult than the big scissors syndrome, but it does work. People usually point to Portal as the primary example, but I've actually seen a lot of this stuff happening recently in the so-called casual segment.
Also, I want that sound that played right at the beginning of every mission.
We're mostly concerned with the dumbing-down that occurs to accommodate a simplified controller and a pre-HD/pre-Widescreen living room television set, as well as those things that cater to a younger audience more than they are helpful to a non-gamer, often condescending without necessarily intending to be so.