Renzatic on 26/6/2013 at 20:06
Quote Posted by Vivian
Yeah, but it was still a game system, and it was still crappy and not fun. Which is not the same thing as difficult. You should feel like you had a thrilling and desperate battle from which you very barely escaped with your life and thank god there was only guard. Not like you just completed an annoying chore. Again, why have this system and have it not be something enjoyable?
Nailed it. Even if the game isn't designed around combat, it should still make for a thrilling edge of your seat by the skin of your teeth experience. Having more options doesn't necessarily mean it's going to be easier, or even the focus of the game.
Esme on 26/6/2013 at 20:25
Quote Posted by Renzatic
Nailed it. Even if the game isn't designed around combat, it should still make for a thrilling edge of your seat by the skin of your teeth experience. Having more options doesn't necessarily mean it's going to be easier, or even the focus of the game.
In order for it to be thrilling there should be the possibility of failure, EM seem to be designing that possibility out
If there's no risk of losing what's the point in playing ?
EM could with a bit of work improve the sword fighting system, you'd still have to learn how to block, parry and attack but you wouldn't need QTE or focus, you'd still be able to lose.
Starker on 26/6/2013 at 20:58
Everyone who says that combat is easy in Thief needs to watch a few blind let's plays. They absolutely get their asses handed to them. Combat in Thief is punishing and you run out of resources fast.
As for making the combat more fun...
You know, I have never looked back on Thief and said, "What a great game... If only the combat was better."
Chade on 26/6/2013 at 21:35
Quote Posted by Stephanie Roy
Instead of spam-swinging a dagger about, it's now a case of: “Don't try to kill them, just try to push them or make sure they are disabled. Don't finish the job, just get the fuck out”.
For the rest of this post, I'm taking Stephanie's quote here in good faith and assuming it's an accurate depiction of the game. Never mind he keeps changing his description in every single interview ...
I think everyone in this thread, both "yea" and "nay" camps, are thinking about combat in entirely the wrong way. EM, on the other hand, may be thinking about combat the right way.
Before rushing in to describe how combat should work, you first need to describe what it should accomplish. What should combat do for a game about sneaking?
Well,
* Thief is a game about sneaking, and
* combat is the fail state.
Therefore,
* combat should return players to the sneaking game asap,
* on easier difficulty levels, the remaining stealth game should not be made even harder,
* players should not be rewarded for entering combat,
* on harder difficulty levels, players can be punished for failing to sneak.
Looking at these goals, combat in the older games sucks! Not because the mechanics are a clumsy exploitable mess (although that's true too and is another problem), but because combat in the old thief games completely screws up goals 1, 2, and 3:
* eliminates guards from a portion of the level, eliminating stealth in that section,
* whatever nearby guards are not eliminated are now harder to sneak past, and
* is extremely rewarding (and yes, punishing too, I'll get to that).
Combat in the earlier games completely screws up the goals of a stealth game.
That's the only reason it has to be so punishing. Imagine if combat was
not a completely viable way of progressing through thief, imagine it did
not destroy stealth in whatever section of the level it occurred. The game could then afford to be gentler on players who screw stealth up, knowing that they'll just have to come back and sneak again until they get it right.
So how do you design combat in a thief game so that it actually works towards the goals of the game? Make the end-goal of combat all about escape. If the end result of combat is that the player runs back the way he came and the guards are still alive, then
* stealth gameplay has not been compromised, the player still has to come back and sneak through this section, or perhaps choose another route,
* whether or not stealth becomes harder after combat is entirely up to the way they tune their AI, they can do different things on easy and hard,
* the player has not progressed through the level as a result of failing to sneak, and has not been rewarded in any way, and
* you can still make the player likely to sustain as much damage as you want on harder difficulty levels.
And seeing as the player is not making any progress through the level as a result of entering combat, it's even ok to make it a little bit fun!
This is what EM have said they're doing on several occasions, and every time I hear it, I get a little more hope that they know what they're doing. Of course, Stephanie has also said other things in other interviews, so who knows what they're really aiming for? Certainly not me.
Finally, does any of this correspond to what we saw in the E3 gameplay video? Well, sort of. The blackjack attacks seem to do more to repel the guards then damage them, which is a positive sign. On the other hand, the E3 player used the opportunity to headshot the guards rather then run away, which is less positive. On the other other hand, it would have been very hard to repeat that move without focus, which is positive again. On the final hand, we've had reports that it's possible to strafe around wildly and win combat in the same way as earlier games. There are lots of good and bad signs out there.
Pyrian on 26/6/2013 at 22:50
Quote Posted by Vivian
But yeah, 'oh we stuck in QTE's because we don't know how to make combat fun otherwise' is a bit of a limp rocket, innit? Phewp.
Seriously. QTE's are terrible and should go die in a fire. Or maybe we should "borrow" the Tardis and make sure they were never invented in the first place. They
certainly are no replacement for a combat system. If your combat system wasn't working, okay, take inspiration from another game. Dark Messiah, maybe? But don't punt it down to a QTE. That's just retarded.
Chade on 26/6/2013 at 22:54
They're not what you normally think of as QTEs, though, are they?
Vivian on 30/6/2013 at 10:37
As someone mentioned, the ability to stumble AI's long enough to run away from them would actually be far more fitting and mechanically appropriate than the ability to knock the shit out of them. That gives you failstate avoidance but also punishes you for getting caught, because you haven't removed any hostile AI's from the equation and the ones that saw you will still be in an alert state. You could basically dead-leg or otherwise clobber a guard in the balls with the blackjack (garrett deffo fights dirty if he fights at all, I reckon), hard enough to daze/wind them, and then shove them over, giving you enough time to scarper while they recover. Would only work with one or (with this ugly adrenaline-simulating focus VATS thing) maybe a couple of guards, but for groups you'd need to use up a flashbomb to get rid of them. Doesn't that sound like a better system already? And more in keeping with the whole 'you're not really a fighter' angle we're going for?
NB - if any of you haven't played fallout 3, the VATS system is actually way better and more satisfying in practice than it sounds on paper. If focus turns out more or less like VATS, which from what I've seen it could do, it isn't as bad as calling it a QTE makes it sound. It's more like using a turn-based combat system.
Lady Rowena on 30/6/2013 at 12:01
Quote Posted by Vivian
NB - if any of you haven't played fallout 3, the VATS system is actually way better and more satisfying in practice than it sounds on paper. If focus turns out more or less like VATS, which from what I've seen it could do, it isn't as bad as calling it a QTE makes it sound. It's more like using a turn-based combat system.
I played Fallout 3, and I only used VATS to see how it works and never used it again. I think it heavily breaks immersion, since it's not you the one who kill the enemies, but the game.
You can imagine how welcome would be a similar system in Thief, at least for me. :nono:
Vivian on 30/6/2013 at 12:13
You ever play any turn-based games?
Chade on 30/6/2013 at 13:21
All I saw in the E3 gameplay demo was time slowing down, and three points being highlighted on each guard. The player hit those points with the blackjack, but he appeared to have to manually aim and carry out the attack himself. Of course this was quite easy with time slowed down. It wasn't clear what the points did for the player. Perhaps Garrett dealt extra damage (but it can't be too much extra because he still didn't kill the guards), or perhaps the guards were knocked back further, or something else. It also wasn't clear whether you could hit those same points without focus.