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"Fred Hapgood" <fhapgood@speakeasy.net> kirjoitti viestissä
news:kuomb0dvhalfrlbth4auqhp3hkjaofc3ik@4ax.com...
> On Mon, 31 May 2004 14:24:34 GMT, "Loony" <loony@nospam.loony.name> wrote:
>
> > PC has more power than XBox, so it should be PC first, then castrated
> > for XBox later, not castrated first and sent out in a pretty box at
> > the same time.
> >
>
> But castrated how? Any other gameplay issues besides multiplayer? At
> some point the software is going to get good enough and then we're not
> going to need a new level editor for a loong time. All the fan missions
> will accumulate in a huge archive, the way books do. That would be a good
> thing, when and if it happens. So what's good enough for the purpose of
> telling Thiefy stories? I mean, we obviously want water. What else?
> Is there anything you need more and more of, without end? Smarter and
> smarter AIs, perhaps?
There comes a limit. A balance must be kept between keeping the game
challenging enough, but not letting it become frustrating for the player.
The AIs must have weaknesses that can be exploited.
I'm still not drooling over the concept of a multiplayer. I just don't
believe it would work in real life, and I've given this a lot of thought.
Of course, it's just my opinion. A dual-player co-op might work, where you
could hook up with a buddy and play the game that way. It might be fun but
Thief, at it's heart, is a solo experience, and I really want it to remain
that way. That way I can play it whenever I want, however I want, for as
long (or short) at a time as I want. It's just me and the illusion of the
world of Thief.
How would I like to develop Thief? I guess I really see it as means for
storytelling, as many of the FMs demonstrate. I'd like to emphasize that
aspect of it, and give more tools for the FM authors to tell stories and
create drama. This would require developing the role of the NPCs in the
game, but I really haven't given much thought how, exactly. I just love
those missions that tell stories the best.
Of course, I'd like to bring back rope arrows and water, and I think that
Thief really need large environments, not small ones interrupted by loading
zones.
Ultimately, I'd like to place increasing emphasis on creating a persistent
world with complex interactions and emergent gameplay: an evolution of what
Thief is already. Without wanting to sound elitist, I'm calling for an
intelligent gaming experience. I don't care about the visual gimmics or if
the game brings the latest graphics cards to their knees; I want a complex,
simulated world with rich interactions, strong drama, and emergent gameplay.
Sadly, that's never going to happen. The economics and mass-markets of
computer games make that pretty much impossible.
- Mika L