Motivational Brainstorming. - by Ziemanskye
Ziemanskye on 3/1/2006 at 12:27
People are complaining about lack of new missions again, but I'm fresh out of ideas at the moment, so I thought I'd try raid all of yours.
I'm sure most of you have seen Townhouse and Schism by now, so you have some idea of how I build, but I want ideas for a small-ish level.
My goal, if this works, is to try another compact build, so we can at least have something else to play before Komag 7.
STiFU on 3/1/2006 at 13:41
When i started my FM, I just made some rooms and the ideas for the plot and the other locations came along while working. Just find something that you could build first and that motivates you, for example a great rooftop scene. Then you could think "Hmn the player could break into a bank" Or "The Player is chased by a headhunter, who is at least as slippy, agile and 'invisible' as Garrett(you could do some great scripting stuff here)". I know you have much more experience in editing than me, but this is the only advice i could give you!
Another good method is to buy some beer and sit around with another thievy-friend. The ideas will come soon that way... :)
PS: Many splattermovie-storyboards were developed using this method, too! ;)
Duco on 3/1/2006 at 17:36
I too have many great ideas, but I wonder how many will become a FM? ;)
ascottk on 3/1/2006 at 17:56
You could look at the many posts of Thief 4 in ThiefGen. Actually I'd like to see the City Watch get involved in something.
GlasWolf on 3/1/2006 at 18:57
Maybe there's a case for a community-built mission, or a collaboration of a few editors. I've got a half built mission and it would be cool to get a second opinion on what I've done so far. Of course, I'm famously bad at going along with team decisions when I don't agree with them.
ascottk on 3/1/2006 at 19:16
Quote Posted by GlasWolf
Maybe there's a case for a community-built mission, or a collaboration of a few editors. I've got a half built mission and it would be cool to get a second opinion on what I've done so far. Of course, I'm famously bad at going along with team decisions when I don't agree with them.
I think that's what's missing with the t3ed community (if you can call it that at the moment): a joint project. Sometimes it seems like all of us are working independently without any kind of direction. Contests (I admire the effort of Komag giving this community a kick in the pants) do not help with giving a sense of community & direction. I am tired of working alone & I would love to join a community effort.
GlasWolf on 3/1/2006 at 19:38
Oh crap, I hope I haven't just volunteered for something. :)
There must be a bunch of half-finished missions round here, I wonder what would get the creative and/or motivational juices flowing again? Would it need to be a T2X-type full campaign, or would just a bit more peer review and feedback do the trick?
What about a pass-the-parcel mission, four or five people get a mission for a couple of weeks each with a basic design brief and a free reign to show off their mission-building chops? Of course, the last one to get it would end up doing all the crappy texture aligning and stuff. :ebil:
ascottk on 3/1/2006 at 19:50
I used to do sound design for plays at colleges I went to & the best experiences I had was working with other people. Being part of something bigger instead of being locked away in my own world is the way I'd rather work. I have about three beginnings of maps on my hard drive just for Komag's contest 7 but I loathe to work on them. This constant individual effort does not cut it for me.
GlasWolf on 3/1/2006 at 20:18
But how would you translate that into t3ed-ing? It could mean anything from passing WIP around every few weeks to remote desktop and skype. Or we could all come and crash at your place.
ascottk on 3/1/2006 at 20:32
Quote Posted by GlasWolf
But how would you translate that into t3ed-ing? It could mean anything from passing WIP around every few weeks to remote desktop and skype. Or we could all come and crash at your place.
At least I'd be a part of something and we all have our strengths and weaknesses. I did sound design because I didn't know anything about set designing, lighting, acting (although I was Sir Andrew Aguecheek/Feste for Twelfth Night for Kids), etc. Likewise I'm not an architect or a story teller & those things were the weakest parts of Krellek's Labyrinth. If we had a community-based project we could play to each others' strengths & come up with something the thief fan community could enjoy. Right now this editing community is fragmented & support for t3-based missions are silly compared to t2 missions. We could draw more t3 editors if we come together AS a community.