sparhawk on 9/6/2006 at 07:32
I don't think you can blame the developers for NOT working on a project after the project has been closed down. There are a varietey of reasons for that. And especially when the company also died and it's not their own code to do with what they please. It's nice if it happens, but there is no obligation to do so. The difficulty bug is definitely a warranty issue and doesn't really fall into that category anway.
You don't even know if the developers, who could do it, have still access to the code, and taking them with them could be seen as stealing.
bikerdude on 9/6/2006 at 21:55
It was an interesting read, and I felt for Randy and his crew as its obvious he loved thief as much as we do...
Quote Posted by Digital Nightfall
with Dark Messiah, and have my fingers crossed that Junction Point is cooking up something fresh.
Its look like what Thief could/should be, I hope it comes out on the PC.
Biker
Quote Posted by Tony
I am wondering whether or not Warren Spector was behind a lot of the design choices which many of the fanatics of the real Thief games hate
I agree, after reading the whole interview it does sound like eidos sold Randy and the fans down the river....
Tony on 10/6/2006 at 03:22
I am wondering whether or not Warren Spector was behind a lot of the design choices which many of the fanatics of the real Thief games hate, such as blue darkness (as opposed to true darkness), ostentatious loot flash, a huge "goth" interface, climbing gloves instead of robe arrows, and truly miserable animations (especially compared with those of its years old predecessors, but also just taken alone). I am aware that Randy almost certainly cannot answer this first question, but I'd just like to throw it out there anyway. I've long suspected that the answer is yes, which makes me very wary of Junction Point.
Even more, though, I am wondering whether or not Randy had a problem with these design choices. They seem to be very against the spirit of the original Thief games, but one can't say for certain that they were among the design choices which original Looking Glass people like Randy disliked.
So, in short, I'd like to know whether or not Warren Spector was behind many of the design choices which the old Looking Glass people didn't like, and whether Randy Smith considers the sort of design choices I mentioned to be among the problems. Perhaps someone could persuade him to come back to this thread and address at least the latter question?
Raven on 10/6/2006 at 08:58
hehehe, sorry.
I thought we had agreed to blame GMen from eidos for everything, including Jar Jar Binks so I can finally be free from the weight of the terrible terrible guilt
...Warren Spector became a GMan!?!
Oh and Randy has a very cool website, if I was designing any games I would certainly seek his opinion... but i am not, so I can't... and I am unlikly to anytime in the near to far of future... but I still would. Okay i will stop talking again
Slither on 12/6/2006 at 18:21
Quote Posted by Tony
I am wondering whether or not Warren Spector was behind a lot of the design choices which many of the fanatics of the real Thief games hate, such as blue darkness (as opposed to true darkness), ostentatious loot flash, a huge "goth" interface, climbing gloves instead of robe arrows, and truly miserable animations (especially compared with those of its years old predecessors, but also just taken alone). I am aware that Randy almost certainly cannot answer this first question, but I'd just like to throw it out there anyway. I've long suspected that the answer is yes, which makes me very wary of Junction Point.
Even more, though, I am wondering whether or not Randy had a problem with these design choices. They seem to be very against the spirit of the original Thief games, but one can't say for certain that they were among the design choices which original Looking Glass people like Randy disliked.
So, in short, I'd like to know whether or not Warren Spector was behind many of the design choices which the old Looking Glass people didn't like, and whether Randy Smith considers the sort of design choices I mentioned to be among the problems. Perhaps someone could persuade him to come back to this thread and address at least the latter question?
I agree, Tony. I have the same reservations about Junction Point. I used to anxiously await Spector's projects... but after the mess of DX2 and the restrictive and cobbled feel of T3 (although I still enjoy the game), I question his leadership ability. From what I read of DX2, they had similar conflicts among the dev team. Once is a mistake, twice is the beginning of precedent.
Ah, but I'm just guessing here. I won't rush out and buy whatever JP releases, but I'll watch it carefully.
RarRar on 12/6/2006 at 21:39
Quote Posted by demagogue
If you're out there Randy, I think you'll find a lot of people around here are on your side on this ... and the same magic you talked about with Thief: TDP and T2 you'll find a lot of sympathy here ... and I only wish, like you say, you could have experienced the magic of The Dark Project as a player like we were able to.
You know what? That was the most poignant thing in the entire interview for me. I totally get what he is saying about games changing your life. As trivial and absurd as it may sound to some, Thief
did change my life. OK, it's not on par with getting married or having or baby or finding a cure for cancer, but I daresay my life is different now because of Thief and I AM grateful to have experienced it for the first time as a player. Yes, I know life-changing means one thing for a developer who up and chose a whole life career because of a game than it does for little old me, but I bet I'm not alone in this. And considering his feelings for the original System Shock, yeah, I sympathize with him that he was never able to experience Thief that way.
Also, he never got around to playing TDS. I can relate to that. It is sooo understandable and really underscores for me how painful the whole experience must have been. I mean c'mon! You sweat blood over a game you LOVE for years and end up never even installing and playing the thing.
What a great interview.
Vigil on 13/6/2006 at 06:57
Actually if it wasn't for Thief I would never have met my wife, so it's certainly changed my life ;)
Schattentänzer on 13/6/2006 at 08:22
Quote:
Tim Stellmach shifted over to leading up design on a new project which was never completed due to LG's shut down
Does anybody know what this was about?
ZylonBane on 13/6/2006 at 13:59
Perhaps it was Junction Point, a cold-war-era spy game using an enhanced version of the Dark Engine. Or it could have been the Star Trek: Voyager game.
Whatever happened to that thread with all the Junction Point screenshots?
paloalto on 13/6/2006 at 18:43
Quote Posted by ZylonBane
Perhaps it was Junction Point, a cold-war-era spy game using an enhanced version of the Dark Engine. Or it could have been the Star Trek: Voyager game.
Whatever happened to that thread with all the Junction Point screenshots?
Deep Cover was the spy story which was going to be converted to the Siege Engine,although that was given to Irrational for a short time but Irrational was uncomfortable with the budget for the game.
(
http://www.ttlg.com/forums/showthread.php?t=46265&highlight=deep+cover+screenshots)