mothra on 15/5/2009 at 13:57
Quote Posted by Subjective Effect
QFT.
yes, that is true.
belboz on 15/5/2009 at 14:37
Well the whole point of thief that got a lot of people playing a fps that they would have otherwise not played was that you could not kill or didn't have to kill anything to finish a level.
Its probably this reason why so many women played thief, or maybe it was Garretts husky voice.
Necros on 15/5/2009 at 14:52
Quote Posted by Bakerman
I think Taffer36 has some very good ideas from games you wouldn't really think should inspire a Thief sequel :P.
:thumb: Thief could use stuff from other games (
for example: controlling the player's speed like in Splinter Cell, with the mouse wheel). EM shouldn't change the core gameplay but they could expand it.
jtr7 on 15/5/2009 at 14:55
Si Señor!
Twist on 15/5/2009 at 16:56
Quote Posted by nicked
I'm certainly willing to bend on the points you make; having not played Mirror's Edge or Penumbra, I'll bow to your expertise there. I was more concerned about the interview with the developer that labelled Assassin's Creed and Splinter Cell as good examples of the stealth genre. Thing is, they can add nifty things like variable stealth door-opening, and more acrobatic wall-clambering, but if they don't get the basics right, these new features will be meaningless. Really, they should recreate the mechanics of Thief 1 accurately, and only then worry about adding improvements.
I completely agree.
They
should take just one classic Thief mission which embodies the core Thief experience and recreate it with their new engine and new technology.
Recreate it perfectly, so that it looks, feels and functions exactly like the classic mission but rendered and operated within the new technology. They don't have to improve the fidelity (textures, polygons, etc.) in any way; it's just a sandbox for capturing classic Thief and working new ideas into it.
Then from there, they can brainstorm, test and refine new ideas individually within the mission. This would allow them to make certain the new ideas fit within the flavor and style of the original Thief without ruining or radically changing the mission.
It would also create an excellent base prototype for developing the AI and sound propagation technologies so paramount to the Thief experience and making sure it functions as well as it did in the original mission.
They can keep iterating that same mission with slight changes as they brainstorm, test and refine new features. Then when they're confident the ideas work with Thief gameplay, they can expand them across their story and even build missions which more fully exploit the new ideas.
As I understand it, this is something like what Valve did with Half-Life 2 and Counter-Strike Source. The basic argument was that they needed to make sure they captured what made the originals so successful before they tried to further innovate.
Of course, this leads to another possible discussion... which single mission would you use for this sandbox idea?
Master Taffer 512 on 15/5/2009 at 17:04
I was always under the impression that Thief inspired OTHER games...
jtr7 on 15/5/2009 at 17:06
:thumb:
Maybe the games want to give a little something back to their ancestors.
Twist on 15/5/2009 at 17:13
I'd love people to show me this miraculous vacuum of gaming in which the employees of Eidos Montreal are supposed to insert themselves.
You know, the one where a decade's worth of gaming is erased from their consciousness and in which no other gameplay experience exists. :erm:
(Daggers to the first person who sarcastically points at TTLG as this vacuum. :devil: )
jtr7 on 15/5/2009 at 17:31
Yep. As I've said, it will be impossible to recreate old Thief with new technology, different minds, different markets, different business needs, different pay-scales, different mission statement, different experiential knowledge, different circumstances, different in-house culture, different work environment, different interrelations, different approach to developing the game, different beverages of choice, different lifestyles, different strengths and weaknesses, different computers, different software, different toolsets and capabilities, different perspective as only a player of Thief and never a creator from MIT in Boston having lived with 6 roommates who became coworkers and bringing in three members of an award-winning local rock band in the 1990's before 9/11, and on and on.
(
http://www.ttlg.com/forums/showthread.php?p=1854362#post1854362)
nicked on 15/5/2009 at 19:09
Me brain go home. I think I understood your post jtr7. :cheeky:
Twist: That would be a brilliant way to get anyone in the mindset to build Thief, but I don't think it's the sort of thing thats likely to happen due to budget and time restraints.
Ideally, I would lock everyone from Eidos Montreal in an underground bunker, force them to learn Dromed, and then only let them near the Thief 4 IP when they can each bring out a good fan mission. Maaaybe beat with whips a bit too. :D