Emeloy on 12/5/2009 at 22:36
Apart from the always mentioned sound, atmosphere etc. the one thing that made Thief so appealing to me, was the emphasis of you just being a Thief.
Not a killer, not a super athletic secret whateveryouwannacallit who can sneak, but just killing everyone would be fine with him too. Nicely supported by the frequent reminders or even mission requirements, that told you hurting people is just unprofessional.
Sure with practice you cold swordfight your way through the missions, but it was always loud, risky, not much fun and just not worth the trouble really.
Which kinda blends into my second "made it so good" part.
It was one of the few games, without powerups, new weapons, higher levels. Don't know about everyone else, but the Thief series always made me feel, like every success was my own. I managed to avoid the guards, because I was patient, I was observant, I used the right tools. It wasn't just a "well I leveled up and so every creature of type x can't really harm me any longer".
Every tool you had was helpful but not necessary, if I as a player was good at what I do. Nicely proven by the countless ghostruns people did, which wouldn't be possible in most other games.
theBlackman on 12/5/2009 at 22:48
Quote Posted by Reliance
I'm honored that you did so! :D
My pleasure. As jtr says, the sentiment expressed is well worth being broadcast to all.
Cobak on 13/5/2009 at 15:18
Quote Posted by Emeloy
Apart from the always mentioned sound, atmosphere etc. the one thing that made Thief so appealing to me, was the emphasis of you just being a Thief.
Not a killer, not a super athletic secret whateveryouwannacallit who can sneak, but just killing everyone would be fine with him too. Nicely supported by the frequent reminders or even mission requirements, that told you hurting people is just unprofessional.
Sure with practice you cold swordfight your way through the missions, but it was always loud, risky, not much fun and just not worth the trouble really.
Which kinda blends into my second "made it so good" part.
It was one of the few games, without powerups, new weapons, higher levels. Don't know about everyone else, but the Thief series always made me feel, like every success was my own. I managed to avoid the guards, because I was patient, I was observant, I used the right tools. It wasn't just a "well I leveled up and so every creature of type x can't really harm me any longer".
Every tool you had was helpful but not necessary, if I as a player was good at what I do. Nicely proven by the countless ghostruns people did, which wouldn't be possible in most other games.
:thumb: yes absolutely.
Also I know this has to do with the atmosphere and sound design and game mechanics and all, but just the intensity of the game while playing. For new players especially, that nerve-wracking watching and waiting as you hope a guard doesn't see you because if he does you're probably dead.
Not to mention the helplessness in having no idea how to deal with something supernatural like a zombie first and then later things like haunts.
Thief 4 needs to keep these elements as they are vitally important to the Thief experience and part of what makes it such a hardcore game with such devoted fans.
I have absolutely gotten more adrenaline rushes while playing Thief than from any "shooter." Using sound, AI, and game mechanics, Thief manages to scare the crap out of me without really resorting to any "jumpy" startling moments which are cheap and short-lasting. I want Thief 4 to mess with my head, not startle me!
Jason Moyer on 13/5/2009 at 17:59
What made the original games so good:
1.) being vulnerable enough that being undetected is more a requirement than an option
2.) the exploration of huge, unfamiliar/unpredictable settings
3.) the mythos
4.) the soundtrack
5.) flavor pieces (all of the books, letters, etc that are scattered around and have more to do with selling the setting than merely being hints on the current mission)
5.) the characters and dialogue, primarily presented through the idle chatter of NPC's and Garrett's occasional sarcastic observations
6.) differences in difficulty make changes to level architecture and mission objectives, rather than merely making the game mechanics more difficult
7.) the sense of humor
Cobak on 13/5/2009 at 18:06
Quote Posted by Jason Moyer
What made the original games so good:
1.) being vulnerable enough that being undetected is more a requirement than an option
2.) the exploration of huge, unfamiliar/unpredictable settings
3.) the mythos
4.) the soundtrack
5.) flavor pieces (all of the books, letters, etc that are scattered around and have more to do with selling the setting than merely being hints on the current mission)
5.) the characters and dialogue, primarily presented through the idle chatter of NPC's and Garrett's occasional sarcastic observations
6.) differences in difficulty make changes to level architecture and mission objectives, rather than merely making the game mechanics more difficult
7.) the sense of humor
:thumb:
jtr7 on 13/5/2009 at 18:07
+2
Good one, Jason!
The Magpie on 13/5/2009 at 18:52
Thirded.
--
L.
ras2a on 13/5/2009 at 19:02
One word: Rooftops
jtr7 on 13/5/2009 at 19:04
Gotta have the Thieves' Highway! And if people think that crappy rooftop Old Quarter bit was deserving of the term "Highway..." :nono:
It ain't a Highway of you can't cut across town faster than on the streets!
ras2a on 13/5/2009 at 19:09
I concur