Cobak on 12/5/2009 at 03:38
from here: (
http://www.incgamers.com/Interviews/183/Thief4DeveloperInterview/3)
Quote:
So what sort of games have you taken inspiration from?
When I had time recently, I played Assassin's Creed, Splinter Cell, and that sort of thing, to really understand what makes those franchises as good as they are.
What games do you think should inspire the different aspects of Thief 4?
Neb on 12/5/2009 at 03:54
Erm.... Thief, anyone?
It kind of sounds like the most stupidly obvious thing to say, but I don't see why not.
EDIT: I don't mean to sound arrogant or anything.
jtr7 on 12/5/2009 at 03:58
I think Thief could take advantage of improved physics (not that ragdoll, slinky-people silliness!), improved scene complexity, and many other technological advances, to open the world up and give us more variation and increased emergent gameplay. But inspiration from other games' gameplay and I'd have to see specific examples, as I'm not a gamer, myself. Just a Thief fan.
Stath MIA on 12/5/2009 at 03:58
I wouldn't mind seeing some AC influence but definitely not Splinter Cell, I want to depend on skill not firepower. The principle influence should, obviously, be the classic Thief experience (TDP+TMA).
Scots Taffer on 12/5/2009 at 04:03
Thief: TDP.
Thief Gold.
Thief II: TMA.
That is all.
jtr7 on 12/5/2009 at 04:16
Hmmm... I sense a pattern forming....
Stath MIA on 12/5/2009 at 04:25
Indeed the community seems to unanimously want another:
SPLINTER CELL!:joke:
Twist on 12/5/2009 at 04:28
I can't argue with the idea of learning from the original games. But if pressed for ways to bring some new ideas to the table:
The finer degree of object interactivity we see in
The Dark Mod and especially
Penumbra would bring all kinds of fresh new ways to explore and interact with the Thief world. And these could be implemented in a subtle enough fashion to fit perfectly within the flavor and style of a Thief game. For example: Slowly crack that door to slip through instead of only having the binary choice of an open door or a closed door.
And thief was always about using your tools, your environment and your wit to create solutions or find new pathways to your goal. If used with reasonable restraint, more modern physics like we see in
Half-Life 2 could easily fit into the Thief paradigm without feeling like a radical departure from the earlier games. Leveraging the natural physics of our environment to create cool new solutions to problems could be fun.
I also think much can be learned from all the fine FMs, many which exhibit more refined Thiefy gameplay than missions in the original games.
I started a thread on that matter (
http://ttlg.com/forums/showthread.php?t=126417) here and fett started one (
http://ttlg.com/forums/showthread.php?t=126574) here.
jtr7 on 12/5/2009 at 04:29
WOOT!
Wait.... Splinter groups and prison cells? Or splintered Viki cells?
Twist...I'm enjoying your contributions very much. :D
Scots Taffer on 12/5/2009 at 04:35
Wait, The Dark Mod got released?