Aditya on 14/4/2005 at 22:07
Quote Posted by Fish-face
Smaller levels in TDS were bad. Load zones were annoying. No-one should pretend otherwise.
I am just not ready to believe this myth that level size *HAS* to be large to make it fun/immersive to play. If a level keeps me engaged and immersed, how does it matter what's its size? You can't convince me otherwise on this. Load zones were bad, that I agree.
Quote Posted by Fish-face
Yes, but you
do have AI bending over backwards, or getting their knees stuck in cobblestones. I think the ragdoll going wrong was worse than the non-ragdoll going wrong.
I don't think so.
Quote Posted by Fish-face
It does not provide the same means. It provides a very limited means, vastly restricting its application because the developers didn't allow them to be used very often. Very frequently they placed minute ridges in walls - for what other reason than to prevent scaling? Most times, you couldn't even get to a different wall from one wall, so climbing was generally useless. In addition, there were no times when climbing appear natural, unlike the rope arrows - every single place where they could be used to some advantage felt contrived.
I enjoyed when I played with climbing gloves. I can't argue if it wasn't upto your taste, but whichever places there were 'meant' to be vertically reachable (as designed) in the game, as long as you could do that, that’s all that matters. It feels limited just because people are used to rope arrows, the ‘different’ way of climbing.
Quote Posted by Fish-face
You could be seen before when leaning, it's just unrealistic because when leaning, what do you do? step out into the corridor?
I was simply stating the fact that leaning has improved overall, because now the lighting of the environment affects your leaning and you can't exploit it like in previous games. Sidestepping or not, doesn’t make difference when anyways you need to poke for just a teeny bit.
necrokrome on 14/4/2005 at 22:10
stuff i love bout thief:
it caters to my love of stealing things
ooh so non linear, yay :D
creepy atmosphere
smacky, hitty, poundy! :)
ropearrows for huntin loot-n-stuff
being mr sneakybutt :sly:
ect ect
or as Gir would put it: "i love-ed the Thief, i love-ed you!"
ZylonBane on 14/4/2005 at 22:19
Quote Posted by Fish-face
Therefore, anachronistic is the more accurate of the two.
Except that Thief doesn't take place in our universe. If Sid Meier's "Pirates!" had laser cannons, that would be anachronistic. But Thief is set in its own fantasy world, based on a loose meld of Earth's medieval and victorian periods. Anachronism is a nugatory concept in this context.
Scots Taffer on 14/4/2005 at 23:03
Quote Posted by ZylonBane
Anachronism is a nugatory concept in this context.
Why can't it be a nugaty centre? :(
ZylonBane on 14/4/2005 at 23:05
Ummm... well... I think the healing fruits have nougat in the center.
puhvogel on 14/4/2005 at 23:12
Quote Posted by Bronze Griffin
I just thought about it.
What are your opinions?
I think atmosphere is a key aspect. Storyline is another.
The tension, sitting in the dark contemplating if I could reach the target in the way I calculated . If I'm failing, I have to run and jump acrobatically with the sweet smell of panic (I remember my first visit in RTC, oh my God :o ).
Enemies are real enemies, generally stronger than I, how in real life!
Thief is in game history what "Alien" is in the science fiction genre. In Aliens (Alien 2) the Aliens were simply bugs to be scrunched, the stylish darkness has almost gone.
Bho on 15/4/2005 at 00:13
In my opinion, atmosphere and storyline are thief's two greatest strengths. I simply never get into any other game the same way i do with thief. While the gameplay is good, it doesn't keep me playing the same way the immersive storyline and the atmosphere (which make me 'feel' like i'm garret) do.
Fish-face on 15/4/2005 at 07:29
Quote Posted by ZylonBane
Except that Thief doesn't take place in our universe. If Sid Meier's "Pirates!" had laser cannons, that would be anachronistic. But Thief is set in its own fantasy world, based on a loose meld of Earth's medieval and victorian periods. Anachronism is a nugatory concept in this context.
It is anachronistic compared to our universe. It has elements of our universe in, therefore anachronistic can be applied to it, since from our point of view, there are things there that hadn't been invented when its otherwise medieval setting was actually around, I.E. things don't fit.
Blah.
Quote Posted by Aditya
I enjoyed when I played with climbing gloves. I can't argue if it wasn't upto your taste, but whichever places there were 'meant' to be vertically reachable (as designed) in the game, as long as you could do that, that’s all that matters. It feels limited just because people are used to rope arrows, the ‘different’ way of climbing.
When I played TDS with the climbing gloves, I hadn't used rope arrows much. I climbed around, and whenever I climbed up somewhere, I felt that the developers had wanted me to do it that way - in other words, it wasn't something that I'd discovered. Discovering your own ways of doing things is one of the things that makes thief great. Case in point: Entrance to Blackmail, TMA. you can pick the lock open on those doors in order to climb up, but I decided to use a rope arrow on the guard tower. It felt like something completely natural. On the other hand, if I used the rope arrows in TDS City, I could ONLY use them to ANY effect in places where I climbed up and found a flat rooftop - anywhere else they were useless. This didn't feel natural, it felt like someone dictating what I could and could not do, because there's no way of using them outside of their specifically designed scope - no way to get to somewhere new without passing through somewhere that felt totally out of place.
Bronze Griffin on 15/4/2005 at 16:10
Quote Posted by ZylonBane
Except that Thief doesn't take place in our universe. If Sid Meier's "Pirates!" had laser cannons, that would be anachronistic. But Thief is set in its own fantasy world, based on a loose meld of Earth's medieval and victorian periods. Anachronism is a nugatory concept in this context.
So it's neither! It must be Thief!
ZylonBane on 15/4/2005 at 16:38
Neither what nor what?