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"Fred Hapgood" <fhapgood@speakeasy.net> wrote in message
news:q6clb01cj9ahmbnkbbe86jan40ji6oalkb@4ax.com...
>
> OK. What's on our wish list?
> http://www.pobox.com/~hapgood



Get on the stick, developers! It's been almost an entire week since the
last one!
 

loony

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Well if you're gonna go there, let's start off with a bang....

MULTIPLAYER

/me ducks and waits for the stones to come in :)

But seriously, especially with the persistent world feel of T3. I'd love to
see some Thiefy Co-Op or friendly Thiefy Competition!

Oh yeah, develop it for PC only! Let it get ported to XBox later. No, I'm
not an XBox hater, they're different systems, I use PC primarily, so my
opinion is biased. 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.



"Fred Hapgood" <fhapgood@speakeasy.net> wrote in message
news:q6clb01cj9ahmbnkbbe86jan40ji6oalkb@4ax.com...
>
> OK. What's on our wish list?
> http://www.pobox.com/~hapgood
 
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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?

http://www.pobox.com/~hapgood
 
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"Loony" <loony@nospam.loony.name> wrote in message
news:CeHuc.275410$M3.19874@twister.nyroc.rr.com...
> Well if you're gonna go there, let's start off with a bang....
>
> MULTIPLAYER
>
> /me ducks and waits for the stones to come in :)
>
> But seriously, especially with the persistent world feel of T3. I'd love
to
> see some Thiefy Co-Op or friendly Thiefy Competition!

No stones, but once you get into the realm of online competition, you're no
longer talking about a Thief 3 sequel. At this point, you're talking about
an offshoot product targeting an entirely different gaming market that just
happens to license the same characters and fictional settings as the Thief
games.

Maybe you'd like to see such a product - maybe there's a market for it, I
don't know. But any product titled "Thief 4" should stay true to the genre
of the prior games - namely a single-player catburglar sim. If they want to
try their hand at other styles of gaming in the Thief universe, there's no
rule that says you can't create other "Thief"-branded products based on the
same franchise at the same time you're creating "Thief 4."
 
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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
 
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On Mon, 31 May 2004 22:02:55 +0300, "Mika Latokartano"
>
> Ultimately, I'd like to place increasing emphasis on creating a persistent
> world with complex interactions and emergent gameplay ...

The first guy through would steal all the loot and knock out all the guards,
leaving nothing for anyone else. Of course there is no reason why the City
couldn't be online, but the world couldn't be persistent as the term is
generally used.

But I do take your point that the idea of development ought to be from the
point of view of the artist or story-teller and not the player. We should
not be asking what more do we want as players, but what new tools do the
authors of the missions need (Besides a level editor). Give them the right
tools and they will carry the game where it needs to go.

Fred

http://www.pobox.com/~hapgood
 

loony

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> No stones, but once you get into the realm of online competition, you're
no
> longer talking about a Thief 3 sequel. At this point, you're talking about
> an offshoot product targeting an entirely different gaming market that
just
> happens to license the same characters and fictional settings as the Thief
> games.
>
Fair enough, but Quake 3 has nothing to do with the series. But Unreal
Tournament has nothing to do with Unreal, so I guess I see your point.

The setting and gameplay are key. There's a lot of oppertunity for this
type of thing. The new Splinter Cell (3?) has Co-Op and it looks amazing.
Climbing on your buddy's shoulders, hanging on a ledge so he can climb up
you. Stuff like that could allow for some amazing Thief play. Imagine
coordinating it so your buddy drops a glass in the hall to draw out a guard
while you slip past from the other direction. Or imagine getting caught,
tearing ass down a hallway where your buddy waits, Gas arrow at the ready.
This could be a great thing. You're right though, not really as a sequel to
the current games, maybe as a spin-off or something.

> Maybe you'd like to see such a product - maybe there's a market for it, I
> don't know. But any product titled "Thief 4" should stay true to the genre
> of the prior games - namely a single-player catburglar sim. If they want
to
> try their hand at other styles of gaming in the Thief universe, there's no
> rule that says you can't create other "Thief"-branded products based on
the
> same franchise at the same time you're creating "Thief 4."
>
As far as I know Thief 3 is the end of the series. We've dealt with the
Pagans, the Hammers/Mechanists, and now the Keepers. Not much left. I
always heard it was meant to only be a trilogy anyway.
 

loony

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> The first guy through would steal all the loot and knock out all the
guards,
> leaving nothing for anyone else. Of course there is no reason why the
City
> couldn't be online, but the world couldn't be persistent as the term is
> generally used.
>
Be the first guy :D
 

loony

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> No stones, but once you get into the realm of online competition, you're
no
> longer talking about a Thief 3 sequel. At this point, you're talking about
> an offshoot product targeting an entirely different gaming market that
just
> happens to license the same characters and fictional settings as the Thief
> games.
>
I'd just like to add that in addition to Co-Op there's tons of options for
competitive play as well. Check out the great work Black Cat Games (makers
of Thievery UT) are doing with their new Thief mod NightBlade (Multi-Player)
for UT2004. http://www.night-blade.com/about.html

Just to sum up in case people are scared of links:

a.. Guild War - the Bloodstone Guild and the Blacktooth Rogues compete
against one another to raid part of the city. With bases at either end of
the map, loot and the AI City Guard in the middle, the thieves must sneak
and fight their way to victory, grabbing what loot they can, while
protecting their own stashes.
b.. Arena - violent 1 on 1 and 2 vs 2 sword combat across a variety of
arenas.
c.. Quest - 1 to 4 players join up to cooperately search the city and
outlying areas to discover the 4 pieces of the Nightblade. This gametype
will feature a variety of foes and RPG-like character improvement.
d.. Thieves vs Guards - a classic gametype where a team of player
controlled thieves must outwit the player controlled guards and get the
loot.
I'm not particularly excited about the Arena, but I could see that being
interesting for some. The guild war sounds like an awesome idea. Quest
sounds amazing as well. TvG is kind of Counter Strikeish but could prove to
be pretty fun.

So yeah, I think it's safe to assume there's a market. Maybe not a huge one
but enough of one to drive a group of mod developers to make a game to fill
the gap. And they got their first customer right here :)

Happy Thieving
Loony
 
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Fred Hapgood wrote:

> OK. What's on our wish list?
> http://www.pobox.com/~hapgood

* MISSION EDITOR.

* don't split the missions up into < 64M chunks

--
Chris Herborth chrish@cryptocard.com
Documentation Overlord, CRYPTOCard Corp. http://www.cryptocard.com/
Never send a monster to do the work of an evil scientist.
 
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1. rope arrows, I like the satisfaction of aiming an arrow exactly on the
side of a beam so I can mantle on it
2. guards who get BJ'ed will wake up, either after a period of time and
awaken by other guards, of course I'll take his sword and belongings first
3. option to guards spawning, i.e. walking in to an area continuouly, so u
can't simply BJ everyone then run around to steal things, adds to the thrill
4. more advanced AI, guards who don't simply follow their patrol route,
sometimes they venture out of they route to sip a drink, to pee and chat
with another guard, maybe flirt with some lady
5. swim swim swim.. if guards can't swim like i do, dun let them fall into
water, got sick of tricking guards into water in T1 and T2
6. some sort of level advancement, you can gain xp and allocate the xp to
different skills, say that makes u stronger in stamina, walk faster when
carrying lots of stuff
7. level editor or multiplayer, anything not expandable have limited value

"Fred Hapgood" <fhapgood@speakeasy.net> wrote in message
news:q6clb01cj9ahmbnkbbe86jan40ji6oalkb@4ax.com...
>
> OK. What's on our wish list?
> http://www.pobox.com/~hapgood
 
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pplppp wrote:

> 1. rope arrows, I like the satisfaction of aiming an arrow exactly on the
> side of a beam so I can mantle on it
> 2. guards who get BJ'ed will wake up, either after a period of time and
> awaken by other guards, of course I'll take his sword and belongings first
> 3. option to guards spawning, i.e. walking in to an area continuouly, so u
> can't simply BJ everyone then run around to steal things, adds to the thrill
> 4. more advanced AI, guards who don't simply follow their patrol route,
> sometimes they venture out of they route to sip a drink, to pee and chat
> with another guard, maybe flirt with some lady
> 5. swim swim swim.. if guards can't swim like i do, dun let them fall into
> water, got sick of tricking guards into water in T1 and T2
> 6. some sort of level advancement, you can gain xp and allocate the xp to
> different skills, say that makes u stronger in stamina, walk faster when
> carrying lots of stuff
> 7. level editor or multiplayer, anything not expandable have limited value
>
> "Fred Hapgood" <fhapgood@speakeasy.net> wrote in message
> news:q6clb01cj9ahmbnkbbe86jan40ji6oalkb@4ax.com...
> >
> > OK. What's on our wish list?
> > http://www.pobox.com/~hapgood

Add to that, that if you pickpocket an archers arrows, he no longer has any
more.
Also, loot carries over from level to level.
Albert
 
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"pplppp" <pplppp@hotmail.com> writes:

> 1. rope arrows, I like the satisfaction of aiming an arrow exactly on the
> side of a beam so I can mantle on it

And they have to have a niced "thunk" sound when they hit the wood.

> 2. guards who get BJ'ed will wake up, either after a period of time and
> awaken by other guards, of course I'll take his sword and belongings first

Having them knocked out the entire mission is unrealistic, but having
them wake up before you're done is frustrating. How about a
compromise, in that Garret can tie up the guards and gag them.
But them all in a room tied up and staring at each other, waiting for
the master to find them in the morning...

> 3. option to guards spawning, i.e. walking in to an area continuouly, so u
> can't simply BJ everyone then run around to steal things, adds to the thrill

It changes the game play too much I think. If people want the
continual challenge, then they can ghost the mission instead or
refuse to blackjack anyone..

> 4. more advanced AI, guards who don't simply follow their patrol route,
> sometimes they venture out of they route to sip a drink, to pee and chat
> with another guard, maybe flirt with some lady

That could be good. I haven't played T3 yet, but I'm slightly
apprehensive about the new AI being too smart, so that I can no longer
hide safely and have to continually keep moving. The fun part for me
is sitting in the shadows for extended periods of time while the
guards pass by oblivious; I don't need the pulse pounding.

--
Darin Johnson
"Look here. There's a crop circle in my ficus!" -- The Tick
 
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Fred Hapgood <fhapgood@speakeasy.net> wrote in message news:<q6clb01cj9ahmbnkbbe86jan40ji6oalkb@4ax.com>...
> OK. What's on our wish list?
> http://www.pobox.com/~hapgood

SPOILER SPACE. WATCH OUT! SPOILERS ABOUT THE ENDING OF THIEF 3
>>>>

















































>>>>
I would like to send Garret to the ranks of "Bad Ass NPC-dom" and
focus more on that little girl who he takes under his wing, one
assumes with the intention of training. Maybe have you play as her,
ten years after the end of Thief 3, and Garret gives her assignments.
Maybe missions involving the rebuilding of the Keepers, the aftermath
of the Final Glyph, etc etc.

And as much as I enjoyed having the climbing gloves, rope arrows would
be nice to have again. But please please please please bring back
dissolving powder again! And maybe flares.
 
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On the 5 Jun 2004, Darin Johnson <darin_@_usa_._net> wrote:

> "pplppp" <pplppp@hotmail.com> writes:
>
> > 1. rope arrows, I like the satisfaction of aiming an arrow exactly on the
> > side of a beam so I can mantle on it
>
> And they have to have a niced "thunk" sound when they hit the wood.

The "thunk" was the same as the broadhead, wasn't it? I almost always
play T1 and T2 on expert, so I usually use my broadheads as budget
noisemakers or for testing potential rope arrow targets.


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