Vae on 27/3/2013 at 07:46
Would you like to see the "Focus System" in the next THIEF game?
NOTE:
Feel free to take your time to vote, as you may want to wait until more information becomes available.An interview with Game Director Nick Cantin...As referenced on the (
http://community.eidosmontreal.com/blogs/A-Focus-on-Focus) Eidos Montreal Community Blog...Thanks to jtr7 for the link...;)
Inline Image:
http://cdn.eidosinteractive.com/mtl/marketing/Community/Blog/Thief/ThiefFocus.jpg"So, Nick, tell us: what is the focus system?
In the game, the Focus system is Garrett's ability to focus and speed up his reaction times. From a game design perspective, Focus is a layer that empowers the player and empowers Garrett. But, it's not something that you're forced to use. It's something that you manage, something that is one of the tools at Garrett's disposal that he can use to tackle the various situations he is confronted with."So, this means the Focus System (FS) is a handicap, designed for players who are unable to complete a certain task or tasks without assistance, or for players who want to feel like a super-powered character.
"How does Garrett get his focus ability?
Garrett gets his focus ability as part of the main story due to an even that occurs early in the game - but I don't want to spoil anything so can't say any more than that right now."Okay, so the FS is an acquired paranormal ability...I suppose this would be better than having the ability arbitrarily...Yet, this really all depends on the quality of the story itself.
"Can you tell us how the focus system works?
Focus is something that you have to manage, that you have to accumulate. The player will have to choose when the best time is to take advantage of Garrett's Focus, as he has many different ways and abilities that Focus can be used. It's completely up to the player to decide and manage how Focus is used in the game."The FS is a rechargeable, multi-application, super-ability system...This is incongruent with the core design philosophy of THIEF, as it gives the player unnecessary simulated super-powers as a means to tackle challenges, as opposed to
leveraging the player to think and apply more creatively, with relatively normal abilities...In this regard, playing with the FS will likely "casualize" the gaming experience to some degree or another.
"What things besides combat and lock picking can you do with focus?
It depends on how you decided to use it, but for example some things like combat, marksmanship, lock picking and pickpocketing have the ability to be enhanced by Garrett's focus - if you choose." Again, the FS is a multi-application, super-ability system...which when activated, supersedes the players normal ability to complete standard tasks.
"So is the focus system related to navigation, does it tell players where to go?
No, not necessarily. We don't want to kill that exploration by giving the player too much information or too many hints. It is a tool that can help the player, but it's certainly not something that will hold your hand or guide you through the world."Translation: "Yes, the FS will provide some degree of navigational assistance, but I'm being very careful on how I say this, in order to avoid any backlash about putting this kind of super-ability in a THIEF game."
"Is focus an unlimited power?
No, Focus is limited and has a cost. As a player you will have to manage it wisely when you accumulate it, and really think hard about when the best time is to use it."Garrett will now have a rechargeable mana-like system, for his new found paranormal powers.
"Is the focus system optional? Can it be turned off or left unused?
Presently, it's the completely the players choice to use Focus or not. If players want to challenge themselves to stick to Garrett's basic abilities, they can."The FS may or may not be optional once the game is released...Even if confirmed to be optional by release, the FS could impose design compromises, in order to accommodate its' implementation.
"Some fans have been wondering if the inclusion of a focus system might remove the challenge found in the previous Thief games. Is this the case?
No, not at all! Garrett's Focus ability is there to empower the player when they need it, to give Garrett an edge over those surrounding him - but it comes at a cost. It's all about giving choice to the player, but it will not break the game balance."This remains to be seen...and a qualification is direly needed for "game balance"...as for right now, this is simply a theory in the context of a very questionable and unnecessary feature.
"Is the focus system tied to object highlighting?
Presently, the object highlighting system uses a very similar mechanic to what was used in the classic Thief games. While you can use focus to add to that vision, if you choose to play without it, it still feels like a classic Thief game."This probably means that the object highlighting is normally expressed somewhere between TDP/TMA and TDS in perceptual level...whereas when using the FS, it will give the player TDS or greater perception.
"Can object highlighting be turned on/off?
All I can say now is that Thief purists will have options - those types of players will definitely be pleased."It's always good to have options...yet, it remains to be seen how many things will be optional, and how that might negatively impact the design of the game.
jtr7 on 27/3/2013 at 08:06
I like how Focus is blurry, and only mimics the fovea if you stare dead center. It's like that fog that makes things easier to see. :p
Vae on 27/3/2013 at 08:56
Keep in mind, the FS is a multi-application super-ability feature, so we're going to need to see more examples of it in action.
june gloom on 27/3/2013 at 09:26
Missing an "I don't care and this poll is a pointless, insulting trap" option.
Vivian on 27/3/2013 at 09:39
I don't want it, but I can see how it will improve accessibility. So as long as it is actually optional (as in, as long as there are some non-focus visual cues that you can also use to determine what is interactive), don't give a shit. Unbind. Job done. That should be a poll option btw, seeing as the wording it's currently in strongly implies that you either agree with option 2 or you are an idiot.
Judith on 27/3/2013 at 10:05
Also, please refrain from translating every sentence from plain English to your English. We get it, thank you.
Quote:
I don't want it, but I can see how it will improve accessibility. So as long as it is actually optional (as in, as long as there are some non-focus visual cues that you can also use to determine what is interactive), don't give a shit. Unbind. Job done. That should be a poll option btw, seeing as the wording it's currently in strongly implies that you either agree with option 2 or you are an idiot.
I don't mind focus/vision/instinct system as a visual aid for people who are new to gaming or have trouble with navigating through 3d space on a flat screen (I know I did in the DMaster/Wolf/Quake era). Or for those who are not that observant or thorough, and prefer Garrett to do the job for them. That is a part of bringing the game to the broader audience, gamers or non-gamers. In all games using those systems (Bioshocks, Dishonored, AssCreeds) you can either refrain from using them or toggle several levels of visual aid. I'm not sure about managing it and tying directly to the gameplay though. Maybe it should depend on the difficulty level? Such aid would probably be better if it was an infinite resource for those who want/need it.
I'm also curious whether there will be something like last Hitman's "purist mode", where there's nothing on the screen except the crosshair (and no HUD or help system whatsoever). Personally I prefer more flexible solution, you could do the same in Dishonored, but regardless of the difficulty setting and you could change your mind and settings at any time.
twisty on 27/3/2013 at 10:44
I don't see there being a problem with the addition of this really. In T2, I never bothered using the remote camera, invisibility or slow drop potion as it felt like cheating, but it didn't detract from the experience as I was never forced to use it.
Vae on 27/3/2013 at 10:55
Right, but this isn't simply a couple of items, in which you may or may not use for limited, minor assistance...It's a feature that imposes itself in a much more engrossing way, perhaps to the point where it might actually affect fundamental gameplay and design.
Vivian on 27/3/2013 at 10:57
Well, so far they've said that it definitely doesn't, and you seem to think it probably does. Only one of you is making the game, bear in mind.
sterlino on 27/3/2013 at 11:12
i wonder why and how they find this idea... sigh
anyhow... it they want to put it in the game i hope that at least is with a limited use...