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Thief: An Uneven Project, In a New Age - Page 2

Blogs > Deleted User 135096
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r.Evo
Profile Joined August 2006
Germany14080 Posts
March 02 2014 08:39 GMT
#21
Speaking of that I think the map comparison made me more sad than anything else. For those who don't know in the old Thief games all that happened was that the area you were currently in was roughly highlighted in blue, leaving it up to you to find out where exactly you're at based on the compass, landmarks or swapping between two highlighted zones. On top of that you could write little notes that looked like Garretts handwriting pretty much all over it.

Was it confusing at times? Sure. But it also made me pay more attention and immerse me more which this google glass variation doesn't exactly do.

So. Much. More. Character. T_T
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
March 02 2014 08:41 GMT
#22
Trifecta brings up a good point. Half the fun in the Thief games is "going where you shouldn't be" and it's hard to do that or feel like you're doing that if the player is lead by the nose through an environment that is little more than a hard-coded set of fixed interaction points rather than an open field (with generalized interactions) for exploration.

This consolization of the gameplay is the highest impact limiter since it doesn't feel like the Thief games anymore - games which were very open and rewarded player knowledge (scouting) and ingenuity. Any ingenuity you feel in the new Thief is hollow or an illusion or (usually) both since all the (2 or 3) ways you can do something that seems clever have been meticulously planned out by someone. This leaves the player in a visibly fake environment with visibly fake choices. The incredible atmosphere that the original Thief games emitted simply cannot seep through the smoke and mirrors of this kiddie theme park, and the player is left feeling robbed.

I could be out of touch, but I don't think the average person that is going to drop 50 bucks on a PC game like this is some kind of clueless incompetent who's never played video games before. Giving this excessive "training wheels experience" is condescending and (more importantly) serves only to highlight all the technical and design issues with the game.
inn5013orecl
Profile Blog Joined March 2010
United States227 Posts
March 02 2014 08:54 GMT
#23
On March 02 2014 08:07 wo1fwood wrote:
It's not. It's a short description that I play as a ghost (e.g. I try to play stealth titles as if I don't exist to the NPCs) and that having health consumables seemed silly when I shouldn't be getting attacked anyway.


Oh thank god. Glad I just misunderstood haha.
i live with a korean who doesnt play sc...wtf
Holy_AT
Profile Joined July 2010
Austria978 Posts
March 02 2014 09:16 GMT
#24
Hm, I have to say that the Steam score for that game is really quite low. Its just a 69 on the Meta Score.
Zocat
Profile Joined April 2010
Germany2229 Posts
Last Edited: 2014-03-02 12:31:49
March 02 2014 12:30 GMT
#25
On March 02 2014 17:39 r.Evo wrote:
Speaking of that I think the map comparison made me more sad than anything else. For those who don't know in the old Thief games all that happened was that the area you were currently in was roughly highlighted in blue, leaving it up to you to find out where exactly you're at based on the compass, landmarks or swapping between two highlighted zones. On top of that you could write little notes that looked like Garretts handwriting pretty much all over it.

Was it confusing at times? Sure. But it also made me pay more attention and immerse me more which this google glass variation doesn't exactly do.

So. Much. More. Character. T_T


No, the problem is that you have more information in the old maps than in the new one. While you know exactly where on the map you are in the new one - you know nothing else.
While in most old maps you only knew roughly where you were but you also know roughly (depending on the level) were everything else is.

When I overhear a NPC in the City talking about losing a ring on his way to the pawnshop in street X, I have no clue. Is that a hint that I can find a ring there? If yes, where the fuck is that street? What pawnshop? Hey, I can't even tell what district is the one next to me, since it doesn't say so on the map. In a city where Garrett grew up.


Concerning the hot topic of rope arrows and context sensitive jumping/climbing. Honestly the old games don't have more options than the new Thief (they have larger levels and more connected levels, less "tube" levels). "I only can climb/rope arrow where the devs intend it" - it's the same in the old Thiefs.
In the old Thief they would just not put a crate there - remember the empty rooms with no furniture at all? The new Thief has lots of crates, barrels & beams lying around - but they're not useable.
The same applies to rope arrows - you could rope anywhere, but unless the devs wanted you to go somewhere you couldn't. Being Tarzan in the Bonehoard was intended.
The difference is when you get feedback:
In both games you wonder "Hmm, can I get up there?" You pull out your rope arrow and aim. New Thief gives you immediate feedback "Nope". In the old Thiefs you would rope arrow, climb it and only then realize "Nope, not a path".

It was easier to feel immersed, it gave the illusion of having more options, the illusion of freedom - but it wasn't really more options (I still prefer the old arrows/free jumping, since it's more cool to try stuff out and then realize it's not an intended path).

I think I should add a small paragraph about going where you're not intended to go. Yes, I know you can get the Talisman of Air in the Hammerite compound by climbing over the garden wall, thus avoiding a ton of scripted dialogues (which start patrols). I know I can Return to the Cathedral, not use the Talismans (ribcage & skull stacking) to get the Eye and leave the Cathedral without helping Brother Muru (crate stacking).
But honestly - that's not "good design". That's an exploit, and while it sometimes feels awesome to break a game, it's not something designers should go for. From a designer point of view, this is _bad_.
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
March 02 2014 13:42 GMT
#26
Fantastic read!
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
March 02 2014 14:30 GMT
#27
Ha, that's a great aspect that I didn't cover. It makes overhearing conversations where loot is concerned completely useless chatter unless you get a quest marker, cause good luck trying to find out where you need to go on this map. And you're spot on, in that the lack of being able to orient yourself on the map has the adverse effect of Garrett - who's lived here his whole life - looking like someone who has no clue where anything is in this city.

I dunno tho... I think I would disagree about the same amount of options, though I'd really have to go back and play 1+2 to refresh my memory better as it's been a while. Regardless, the problem isn't really that you lose choice but that not being able to choose feels like a slap on the wrist to the more creative players, and I think you'd agree with that. As I'm finding more and more with teaching kids, taking away their ownership of choice isn't going to be nearly as impactful to them, or teach them self reliant behaviors (in this case creative problem solving skills).

Overall, in games the problem isn't that you're losing ability to choose, but that if you dip lower than a certain ability to choose that people will start resenting the system for consistently telling them, "no." No isn't really a great constructive mechanism.
Administrator
daemir
Profile Joined September 2010
Finland8662 Posts
March 02 2014 17:15 GMT
#28
I was so sad to find out they didn't use the old style maps and the one in game is such a **** * ** ** ** **** ***. Game feels too much on rails.
NeuroticPsychosis
Profile Blog Joined September 2013
United States322 Posts
March 02 2014 18:35 GMT
#29
My friend had the original Thief game back in the day and I remember watching him play for hours. It was fantastic. He also had the book that the game is based on.
intricate, elaborate, articulate, crystallize, conceptualize, synthesize
Thalandros
Profile Blog Joined July 2012
Netherlands1151 Posts
March 02 2014 19:29 GMT
#30
Talk about an extensive review. 0o nicely done! Thanks!
|| ''I think we have all experienced passion that is not in any sense reasonable.'' ||
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 02 2014 19:51 GMT
#31
Haven't played the game myself, but from what I've seen of it I agree with most everything you said. Thanks for a nice writeup. I am so with you on 1st person platforming. Having a 3rd person view of acrobatic feats that nonetheless require no gameplay skill or thinking really is great for style, but doesn't do much (especially now that it's a well-used trope) for the gameplay experience itself. While executing movements along a 3D platforming path wouldn't really change in inherent difficulty, giving only a 1st person view would add so much to the experience and certainly generate a much greater sense of imaginary risk, choice, and investment in the moment. A game like Thief is also the perfect opportunity to employ such a design, as it would be cumbersome and annoying in many other contexts.

Also, compare to Mirrors Edge and Shadow of the Colossus where 3D platforming with the illusion of relevant options is used quite consistently to enhance the overall sense of mission and agency. It definitely should be built into the game, not added in as a "why not" design component.
Comprehensive strategic intention: DNE
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
March 02 2014 21:05 GMT
#32
On March 02 2014 21:30 Zocat wrote:
Show nested quote +
On March 02 2014 17:39 r.Evo wrote:
Speaking of that I think the map comparison made me more sad than anything else. For those who don't know in the old Thief games all that happened was that the area you were currently in was roughly highlighted in blue, leaving it up to you to find out where exactly you're at based on the compass, landmarks or swapping between two highlighted zones. On top of that you could write little notes that looked like Garretts handwriting pretty much all over it.

Was it confusing at times? Sure. But it also made me pay more attention and immerse me more which this google glass variation doesn't exactly do.

So. Much. More. Character. T_T


It was easier to feel immersed, it gave the illusion of having more options, the illusion of freedom - but it wasn't really more options (I still prefer the old arrows/free jumping, since it's more cool to try stuff out and then realize it's not an intended path). [1]

I think I should add a small paragraph about going where you're not intended to go. Yes, I know you can get the Talisman of Air in the Hammerite compound by climbing over the garden wall, thus avoiding a ton of scripted dialogues (which start patrols). I know I can Return to the Cathedral, not use the Talismans (ribcage & skull stacking) to get the Eye and leave the Cathedral without helping Brother Muru (crate stacking).
But honestly - that's not "good design". That's an exploit, and while it sometimes feels awesome to break a game, it's not something designers should go for. From a designer point of view, this is _bad_. [2]


[1] If you're talking strictly about the old rope arrow vs. the new rope arrow, then I could let this be. But if you're talking about in general, you are comparing an ocean and a kiddie pool and saying "the ocean's not really infinite therefore it's the same as the kiddie pool".

[2] "Going where you shouldn't be" isn't a concept centered around noclip or some other exploit, it's part of the realm of stealth games - overhearing private conversations, peeking into forbidden places, and just generally seeing the world as if it doesn't really expect your presence. That feeling is just so diminished in the new Thief compared to the old games because of the mechanics in play, because of the limitations of the engine, and because of the design of the game in general.
SirJolt
Profile Blog Joined October 2009
the Dagon Knight4011 Posts
March 02 2014 22:00 GMT
#33
Thanks for this, wo1fwood. It's always a pleasure to read someone's in-depth thoughts on something like Thief, which had such a big part in my gaming development
Moderator@SirJolt
MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
March 02 2014 23:46 GMT
#34
Wow you should get paid for reviews like this.. the most impressive review i've ever read, hands down!!
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
Last Edited: 2014-03-02 23:56:47
March 02 2014 23:55 GMT
#35
HTML is OP
EDIT: also I really like stealth games, and want to get one of the original Thief games (cuz I'm cheap), what would you recommend out of the old thief games?
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2014-03-03 00:21:04
March 03 2014 00:17 GMT
#36
On March 03 2014 08:55 CrazyF1r3f0x wrote:
HTML is OP
EDIT: also I really like stealth games, and want to get one of the original Thief games (cuz I'm cheap), what would you recommend out of the old thief games?

For certain 1+2. You'd have to keep in mind they were made a good while ago, so like playing Half Life 1 they'll be a bit less technically complex. And the Dark Engine isn't the prettiest of things today. The gameplay and stories however are really something. My personal preference for the most compelling would be: 1. The Dark Project, 2. The Metal Age, and 3. Deadly Shadows (they are part of an arc, so if you like the first two the third is definitely worth getting). I'm probably a little different as a big chunk of people tend to prefer The Metal Age over The Dark Project, but both Thief 1+2 are stellar. Deadly Shadows is less good than the first two, but it's still a good experience. The Shalebridge Cradle as an example is an incredibly good level.

Edit: also, if you do, get the patches as well (community section on gog).
Administrator
Noocta
Profile Joined June 2010
France12578 Posts
March 03 2014 00:34 GMT
#37
On March 01 2014 21:17 maartendq wrote:
I honestly wish developers would focus more on new IPs instead of endlessly making sequels or reboots. 2013 already had plenty of AAA games that either scored way below par (i.e. below 85 on metacritic) or were released in (pre-)beta stage (Rome 2 and BF4 come to mind in this case), and 2014 will go the same route, by the looks of it.

A new generation of consoles arrived a couple of months ago so it would be nice if we also got a new generation of games, instead of Call of Duty 10 or Assassin's creed 6.


You know why they do it. With AAA games costing so much money, they don't want to take any risk, so they bring old IP because it's statistically better for sales results.
" I'm not gonna fight you. I'm gonna kick your ass ! "
caznitch
Profile Joined July 2012
Canada645 Posts
March 03 2014 05:43 GMT
#38
Good read. Thief 1 & 2 are my favorite games of all time. I haven't played games in over 5 years and was hoping this could reboot my passion. Seems I may just have to reinstall the originals. If you're wondering, i still like watching Sc2;)
why?
caznitch
Profile Joined July 2012
Canada645 Posts
March 03 2014 05:44 GMT
#39
On March 03 2014 09:17 wo1fwood wrote:
Show nested quote +
On March 03 2014 08:55 CrazyF1r3f0x wrote:
HTML is OP
EDIT: also I really like stealth games, and want to get one of the original Thief games (cuz I'm cheap), what would you recommend out of the old thief games?

For certain 1+2. You'd have to keep in mind they were made a good while ago, so like playing Half Life 1 they'll be a bit less technically complex. And the Dark Engine isn't the prettiest of things today. The gameplay and stories however are really something. My personal preference for the most compelling would be: 1. The Dark Project, 2. The Metal Age, and 3. Deadly Shadows (they are part of an arc, so if you like the first two the third is definitely worth getting). I'm probably a little different as a big chunk of people tend to prefer The Metal Age over The Dark Project, but both Thief 1+2 are stellar. Deadly Shadows is less good than the first two, but it's still a good experience. The Shalebridge Cradle as an example is an incredibly good level.

Edit: also, if you do, get the patches as well (community section on gog).


I'll second this. Some of the best storylines I've ever come across!
why?
r.Evo
Profile Joined August 2006
Germany14080 Posts
March 03 2014 06:30 GMT
#40
On March 03 2014 08:55 CrazyF1r3f0x wrote:
HTML is OP
EDIT: also I really like stealth games, and want to get one of the original Thief games (cuz I'm cheap), what would you recommend out of the old thief games?

It’s dangerous to go alone! Take this: http://www.ttlg.com/forums/showthread.php?t=140182

There are most likely other graphic overhauls, just do some google-fu and you'll find one that suits you. =)
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
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