june gloom on 30/3/2013 at 02:10
You could actually answer him, you know.
SubJeff on 30/3/2013 at 02:11
Or just close this thread.
We know there is a lightgem now and really who cares what drivel GM will drool?
jtr7 on 30/3/2013 at 04:32
I wonder if the light/shadow feedback system aside from the light gem works like glare on a lens, even just on a vaguely similar psychological principal without emulating exactly that. A visual shift that readily communicates comfort in shade, and vulnerability in light?
Goldmoon Dawn on 30/3/2013 at 04:39
I remember interpreting their words on the Light Gem as meaning that aside from the light/dark nature of the Gem itself, there will be the "shroud" that gives clues to the status of world elements such as AI states?
jtr7 on 30/3/2013 at 05:00
That hearkens back to the rumor-y thing about the darkening screen edges. As long as it doesn't hide the view or details in what we are looking at around the screen, I'll probably be okay with it.
Goldmoon Dawn on 30/3/2013 at 05:27
So much of it rests upon the design of the Missions themselves, as you have said many times. If they are merely disposable environments meant to simply pass through and marvel at, it wont matter. If they are true to this whole "exploration" thing they are talking about, then I would expect the environments to have been cleverly designed from the start with the intent for maximum exploration including secrets and hidden areas, both high up and down low. If that was the case, I would also hope that they "continue to tweak it (light gem/shroud) until the end" so that it is truly as seamless and absorbing as possible. Less is more is Thief.
jtr7 on 30/3/2013 at 05:51
In games in general, I have missed that organic feel that Dark Engine games have, where there are huge areas of City with little repeated geometry. 3D shapes are drawn in by hand, not dropped in from a pool of meshes, and then decorated organically, textured organically, and it looks bad mainly when there's too much of one texture shared in one scene. 98% of the buildings were different, even if they shared general ideas, and had different things to see if we could get inside. I was hoping to see more fleshed-out rooms, not more rubber-stamped pre-fab rooms of greater baked-in detail. There's still a chance!
Goldmoon Dawn on 30/3/2013 at 06:12
As has been mentioned previously, the masterful Mission designs in Thief: The Dark Project were heavily influenced by the classic crpgs, that they themselves were a huge part of. No mystery, just an elite class of gaming. They all did it, you see. They made a game that they knew was fun, then they took the time to add all these little secrets and hidden areas in a successful attempt to make a game that had lasting and future replay value. In the mad dash of modern times towards increasingly mindless gameplay values, this little ideal was sadly lost.
jtr7 on 30/3/2013 at 06:19
Which of the Precursor games was the first to introduce non-tiled gamespaces?
Renzatic on 30/3/2013 at 06:24
Quote Posted by Goldmoon Dawn
...In the mad dash of modern times towards increasingly mindless gameplay values, this little ideal was sadly lost.
That's where your wrong. All the things you used to love about old games haven't gone away. They're just presented slightly different now.
If you actually got out and played these games, rather than pine for yee olden days and dismiss everything that's come out past '99, you'd realize this.