Renault on 15/3/2013 at 14:41
New post, don't want to intermix my negativity with my optimism. OK, so in addition to what's been said so far:
-Large, open, non-linear levels with minimal handholding or steering of players in specific directions.
-Minimal deviation from the tried and true mission-based Thief formula - briefings, objectives, standard factions, moody ambient music, conversations, light gem (in some form), secrets, minimal combat, NO BOSS FIGHTS, etc etc etc. If you're going to call it Thief, make it a Thief game.
-If you're going to use Garrett as your main character, pony up and hire Stephen Russell to voice him.
Briareos H on 15/3/2013 at 16:36
* All the innovations the previous games brought
* Something fundamentally new in first-person action games
* Level editor
Renault on 15/3/2013 at 16:42
WTF dude, what happened to "WRITING IN NO MORE THAN ONE OR TWO SENTENCES" and "a couple of bullet point?" You had to go all jtr7 on us.
Briareos H on 15/3/2013 at 16:46
Defining Thief requires more than a few bullet points. I can move my post to one of the other Thief 4 related threads, but I thought it would be better posted in an optimistic environment.
And I think I am far less unwillingly arcane than jtr7, with all due respect to the (great) dude.
Renault on 15/3/2013 at 16:54
Yeah, that's really nice and all, but the whole point of this thread was to keep it anti-TLDR. Read the first post again. No lengthy diatribes or laundry lists. The profanity I can handle, but not the lack of reading comprehension.
Briareos H on 15/3/2013 at 16:56
If you didn't see it, the profanity wasn't aimed at you. Listen, I'll move it somewhere else. That'll teach me for being constructive.
pavlovscat on 15/3/2013 at 18:14
~Non-linear gameplay. Give me choices, please. More is better.
~Focus on stealth not killing. Give me the tools to kill if I choose to, but don't make me do it.
~Wide open environment. I want to be able to climb around and explore areas not necessary to completing objectives.
thiefinthedark on 15/3/2013 at 18:38
* Large, open, completely non-linear level design encouraging exploration and experimentation.
* Advanced sound propagation design directly tied into AI.
* Non-binary stealth system. Stealth MUST utilize a gradient light and shadow implementation. Hiding behind crates unacceptable.
* Complex AI.
* Heavy lack of overt storytelling. World and narrative should be conveyed organically via in-mission assets such as books and overheard conversations.
SubJeff on 15/3/2013 at 18:58
* Thief core gamplay mechanics: the movement, stealth in darkness, mantling, rope/grapple climing, and levels suited to these things.
* Scalable difficulty: allow for casual players to play as a sneaky assassin but also for hardcore hide-explore-ghost play, with appropriate punishments and rewards.
* Good audio: enviromental sounds and music that are appropriate (no dubstep please, but dark beats a la Thief 1 are okay), preferably Stephen Russell but just good voice actors and no-cheese scripts.
* If it fits the above an editor would be nice.
R Soul on 15/3/2013 at 19:29
* Don't make too many things hard coded. If the new game doesn't go down well with existing Thief fans, we will have the chance to mod the game to our liking.
* Include a level editor. I think T3 would have had more FMs if it had been easier to tweak things. See the previous point.