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Thread: Vision for a modern Thief game Article from Thieves Guild

  1. #1
    New Member
    Registered: Apr 2024
    Location: UK

    Vision for a modern Thief game Article from Thieves Guild

    Came across this interesting article on Thieves Guild on what the 2014 reboot might have been.

    https://www.thiefguild.com/news/1/70...ern-thief-game

    I know it's all hypothetical but thought it might be interesting, also some thing’s stood out to me that I've picked from the article I want to comment on.

    You play as Scarlett, a talented apprentice to Garrett
    Might be cool but honestly I'd rather stick to playing as Gaz

    The realistic graphics and overall aesthetics from Thief (2014) are fine, but add some splashes of color, especially in relation to the Factions. Consider adding in some sparse instances of daylight activity too
    Bring back the painterly cutscenes and narrated mission briefings.
    Agree totally!

    The classic Light Gem will return, but is optional.
    Optional? How would you know if you're in the shadows or exposed then?

    Second is a full map UI with a you-are-here marker
    I'd love that, sometimes I end up getting lost and I'm trying to get to the place where I need to do the thing but I don't know where I am

    As in Thief (2014), Scarlett’s hands, body, and interactions with the environment should be fluid and finely tuned. Having to actually open a drawer and pick up the loot inside can create moments of tension.
    Not sure how I'd feel about the having to actually open and draw and all that, I sort of like the "invisible hands" thing from the OG Thief games but maybe it's just me?

    include something akin to the Swoop from Thief (2014).
    AWW HELL NO!! that swoopy thing from Thief 2014 felt really cheesy and wrong in a Thief game as did that stupid take down thing, it's not supposed to be Dishonored.

    Include the ability to look through keyholes and listen at doors.
    That sounds cool

    Utilize the Hiding Spot auto-save mechanic from Thief (2014) to help discourage save-scumming
    I'd really hate that!!!
    I'd rather just be able to save when and where I like.

    The Dagger of Ways
    Activating it allows you to enter the wraith world.
    That dagger of ways idea just sounds a bit lame and gimmicky in my opinion.

  2. #2
    Member
    Registered: Aug 2022
    I really like supernatural elements they were going for. New Thief should make for player available diverse kind of stealth and combat tactics.
    Also I find interesting neon-like medieval city, a retro cybermedieval punk .
    This would be interesting new Thief game.

  3. #3
    Member
    Registered: May 2008
    Location: Southern,California
    i remember in a dream situation thief 1 was going to be way darker, more magic/etc but due to money limits/cash limits we got what we got

    a entire revamp of thief should be done in the way it was suppose to be , merlin would have been in game so enough said

  4. #4
    Member
    Registered: Jan 2001
    Location: the Sheeple Pen
    -I think we've seen Garrett's story already, but the protagonist doesn't really matter to me.

    -Thief 2014 looked great, but some more colour here and there would have been nice indeed. I think the Thief 2014 cutscenes were okay, but the classic ones are kinda unique and therefore cool.

    -Light gem or light orb, I don't really care as long as there's a way to see how "visible" you are.

    -I liked the vague maps in the original games, I don't think that there's need for Garrett GPS.

    -Visible body and hand animations (etc) depends on the art style of the game, I think. If they're going for the realistic look (like Thief 2014), invisible hands would just look bad. Just make sure that the animations aren't too long and don't take the control away from the player.

    -I liked Swoop! At least it felt smooth unlike some other movement in Thief 2014. Also, it's not as magical/unrealistic as Blink in Dishonored, or doesn't offer the same protection as the full invisibility (in darker shadows) in the original Thief.

    -Peeking through keyholes was a nice addition in Thief 2014, even though I never used it that much.

    -Checkpoints vs free saving? Usually I actually prefer checkpoint saves, but in a game like Thief I think I'd like to have the latter. On the other hand, it does kill much of the excitement when you know that the safety is always only one press of a quickload button away.

    -What's The Dagger of Ways? Wraith world? Have I missed something? I think magic has always been a part of the world in Thief, especially in the original games, but I'd be okay even with no magic at all. The whole Focus thing in Thief 2014 sounded interesting, but it turned out to be a bit disappointing.

  5. #5
    Member
    Registered: Jan 2001
    Location: the Sheeple Pen
    Quote Originally Posted by weylfar View Post
    I really like supernatural elements they were going for. New Thief should make for player available diverse kind of stealth and combat tactics.
    I wouldn't mind some supernatural elements as long as they're subtle enough. Garrett is already supernatural enough in all the Thief games so far.

    Diverse kind of stealth and combat tactics sounds cool, but I think it's crucial to build the game around the basic stealth stuff. Everything else is a nice bonus if it's done right and doesn't break the game. I really wish that the next Thief game would make combat a viable option, or at least something that doesn't make you immediately hit the quickload button. Thief 2014 was the best attempt at it so far, at least it was challenging and felt dangerous (I don't think that I ever leveled up my melee stats though) unlike the original games where the combat was just infuriating and really quite... uh... terrible. I don't think I've ever used any of the lethal gadgets in the Thief games.

  6. #6
    Member
    Registered: Aug 2022
    Quote Originally Posted by Tomi View Post
    I wouldn't mind some supernatural elements as long as they're subtle enough. Garrett is already supernatural enough in all the Thief games so far.

    Diverse kind of stealth and combat tactics sounds cool, but I think it's crucial to build the game around the basic stealth stuff.
    For example, to be able eliminate both living beings and undead with stealth. Living beings using stealth action to knock them out with blackjack out somehow without it.
    Making possible to eliminate undead and ghosts without being noticed by them is real stealth gameplay supernatural elements in the game.

  7. #7
    New Member
    Registered: Aug 2024
    Quote Originally Posted by Tomi View Post
    -Light gem or light orb, I don't really care as long as there's a way to see how "visible" you are.
    It is actually possible to play The Dark Mod without the light gem by just looking at how black the shadows are, the black jack can function as a light gem as well since it reflects light.

  8. #8
    Member
    Registered: Aug 2002
    Location: Scaryzona
    As fun as it is to imagine a new Thief IV I think for it to be successful you'd have to make an online multiplayer with a small story mode, and have Rockstar Games develop it. Here's a AI generated sample of a possible cover:


  9. #9
    New Member
    Registered: Aug 2024
    Location: Lakeland, FL
    While it’s intimidating to even suggest a guru of his caliber could be wrong, I do greatly question Warren Spector’s criticism of the map system in the OG Thief games. I think the frustration it inspires ought not to feed into viewing the design as lacking, but rather it should help to intensify our experience. We are being immersed within the experience of a thief. Said thief does not have some telepathic ability or omniscience with regard to knowing a space exhaustively, or even his exact position within space. He’s been gathering intel from anyone he can bribe and scrounging it together into something that could aid him. I think the struggle we feel is justified, as it adds to the simulation we’re in.

  10. #10
    New Member
    Registered: Aug 2024
    Quote Originally Posted by imsimcook View Post
    While it’s intimidating to even suggest a guru of his caliber could be wrong, I do greatly question Warren Spector’s criticism of the map system in the OG Thief games. I think the frustration it inspires ought not to feed into viewing the design as lacking, but rather it should help to intensify our experience. We are being immersed within the experience of a thief. Said thief does not have some telepathic ability or omniscience with regard to knowing a space exhaustively, or even his exact position within space. He’s been gathering intel from anyone he can bribe and scrounging it together into something that could aid him. I think the struggle we feel is justified, as it adds to the simulation we’re in.
    Yes, I want a PDF editor lite in game, I want to draw polylines, curves, polygons and text box as an overlay, it greatly helps to navigate behemoth city/Pagan maps like Feast of Pilgrams and Impious Pilgrimage, work like an engineer/architect on field

  11. #11
    New Member
    Registered: Aug 2024
    Location: Lakeland, FL
    Quote Originally Posted by The Concrete Age View Post
    Yes, I want a PDF editor lite in game, I want to draw polylines, curves, polygons and text box as an overlay, it greatly helps to navigate behemoth city/Pagan maps like Feast of Pilgrams and Impious Pilgrimage, work like an engineer/architect on field
    This I love. The ability to actually participate in the creation and modification of your map would be spot on.

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