theBlackman on 11/5/2005 at 07:57
Quote Posted by Domarius
Look at the size of the keys in Thief 2. They are like, 4 times as big as a real life key. Why? ...
Actually, relating the size of the keys to the period (medieval or rennaisance) the average housedoor key was about 8 inches long and 3/8 to 1/2 inch in thickness, with many gate keys as long as 12 inches or more.
Those for chests, pantries and boxes were somewhat smaller, but seldom less than 2 to 3 inches long and heavy weight metal.
You are comparing the keys of the era to your own 21st century situation. In this case not a valid comparison.
In our own "age" the keys of the 30's and 40's were some 3 or 4 inches long with a good 1/4 inch shaft. So, the keys in THIEF are NOT abnormal, oversized or out of proportion.
Gestalt on 11/5/2005 at 08:57
Quote Posted by spix's circlet
things like large buttons are supposed to be like that and that if you entered the game-world hypothetically, I believe, they would be bigger than modern buttons.
Quote Posted by People
Big keys, etc.
The large buttons and oversized keys are explained by the chronic vision problems that plague residents of the city. Eyeglass-technology must have only advanced far enough to create reading spectacles and opera glasses, hence the reason why you see those sitting around but nobody actually wearing glasses (normal or otherwise) in the first two games. It looks like Orland's glasses in T3 are just for reading (they're small and sit fairly low on his nose), but it's arguable that by T3 the technology had improved to the point that
prescription glasses were possible. It could also be argued, however, that the "wall-hugging glitch" in T3 was not a bug at all, but actually part of a subplot that was later cut from the game. That subplot would have served to illuminate the sinister origins of the vision problems that grip the city like an evil creature that is gripping something.
My "poor vision" hypothesis also helps explain why everyone has such difficulty seeing Garrett in the shadows when he's 5 feet away and standing right in front of them.
[SPOILER]If you can't tell I'm kidding, you spend too much time on the internet.[/SPOILER]
jay pettitt on 11/5/2005 at 09:31
Quote Posted by TehBlackman
So babble on,
No no no. The point (lol) isn't that any sensible water arrow would be marked for selection by the tail feathers or some other aspect of fletchery. This doesn't work. Player doesn't get to see the tail feathers, not until it's too late anyway.
But Looking Glass Studios still had a gameplay issue to resolve. Player has access to half a dozen arrow types. How is Player supposed to remind his/her self which arrow type is selected? If LGS was less ignorant they might expect the player to fondle the fletchery; but, given the limitations of keyboard technology they decided instead to make the arrow heads huge and brightly coloured for easy identification. Giant, brightly coloured arrow heads
are part of the user interface.
But brightly coloured, oversize arrowheads are
also a part of the wonky steam punk fantasy medieval thief world. Elemental arrows do both things ~ and the whole thing is wrapped up so neatly that it's impossible to tell which came first. It's one of the reasons I think thief represents such a stunning piece of game design. LGS extracts the maximum value from just about every feature they chose to include. Each element has multiple facets, adding to both the gamplay and the aesthetic. It is quality, rather than quantity that counts in thief.
Take zombies and robots. They're not just there for shooting at, or decorating the fantasy setting you know. It's no mistake that they require water arrows - Garrets most valuable tool - to dispose of. Player is presented with a dilemma. Use up the precious water arrows shooting monsters or use water arrows to remain hidden.
Same again with the keys. It's not just that their oversizeness is advantageous in a gamey sense. But
also that their oversizeness fits right into the medieval setting. It's not accident. It's good design.
theBlackman on 11/5/2005 at 16:38
OK. This I can be in accord with. Reasons of "gameplay" and player interface govern much in nearly every computer game.
My yank on your chain was geared more toward the, seeming complaint of yours about, rejection of reality in the conceptual product and the insertion of fantasy.
It is a game, and reality is only needed in the broad strokes. There is air, you bleed, you see, you act. The rest of it; magic potions, teleports, arrows with different capabilities, is the game. Reality need not be an active part of the game. (I give you the Mario brothers, Pacman, Frogger) and others. :)
ZylonBane on 11/5/2005 at 23:32
Quote Posted by jay pettitt
No no no. The point (lol) isn't that any sensible water arrow would be marked for selection by the tail feathers or some other aspect of fletchery.
Yes, just like REAL water arrows.
:tsktsk:
Shug on 12/5/2005 at 02:23
lol dude i think they made those up
Domarius on 12/5/2005 at 07:58
Jay was never complaining. All he did was point out the acknowledgement that this is a video game and you need to consider that when designing things, and also that Theif did it in such a clever way that embedded it into the game world.
Maybe arrows are a bad example. Maybe keys are. But video games have these "helpful" interface things for the same reason that your on/off switch on your TV is (or should be) clearly marked with a standard "on/off" icon.
ZylonBane on 12/5/2005 at 12:41
Quote Posted by Shug
lol dude i think they made those up
Golly gee gosh! Thanks for the heads-up Shug!! I totally did not know that!!!
Shug on 13/5/2005 at 00:29
Whoops, should have known your sense of humour hasn't been functioning since you joined TTLG.
ZylonBane on 13/5/2005 at 00:54
I don't consider "pretending to be so dumb that you can't recognize sarcasm" a form of humor. Do you?