Shinrazero on 25/6/2013 at 03:34
Quote Posted by Goldmoon Dawn
I understand. :p
As for me, I apologize, Im pretty sure that I am still just in some form of shock/denial over the Thief 4 debacle.
Indeed.
Chade on 25/6/2013 at 04:10
Quote Posted by Starker
I wasn't comparing them level to level, though. Just with the opening part of the Cradle.
... oh, I didn't realize that. That does cast your posts in a rather different light.
In that case, well, the Ocean House is certainly comparable to the opening of the Cradle, and arguably better in some respects.
On the other hand, I view the opening of the Cradle as an introduction to the "real" level. It's designed to get you paying attention and anticipating the real action later on. If I imagine redoing the Cradle opening so that it was more like the Ocean House, it might make the opening a bit stronger, but I actually think it would make the overall level worse.
Quote Posted by Starker
Another thing is that the player is ostensibly being trapped in the Cradle, but it doesn't work very well, since the player came there to investigate. It works much better in RttC, where the player wants to escape with the Eye.
Hrmm. The player wants to get away from the Cradle with information. He wants to get away from RttHC with the Eye. I don't see much of a difference there.
Starker on 25/6/2013 at 05:10
Quote Posted by Chade
On the other hand, I view the opening of the Cradle as an introduction to the "real" level. It's designed to get you paying attention and anticipating the real action later on. If I imagine redoing the Cradle opening so that it was more like the Ocean House, it might make the opening a bit stronger, but I actually think it would make the overall level worse.
Nope, I don't think simply copying Ocean House would work either, but I think giving the Cradle more of a presence and control over the puppets would. Have it reanimate a corpse in front of your eyes, etc. I think it would also help to tie the separate parts into a more cohesive whole. The idea is to have an active malicious presence to help feed your imagination, like the Ocean House did with the ghost of the killer.
Quote Posted by Chade
Hrmm. The player wants to get away from the Cradle with information.
Not quite. You are there to investigate the hag and then you end up helping the ghost. The escape part doesn't come before the very end.
Beleg Cúthalion on 25/6/2013 at 06:59
Quote Posted by Goldmoon Dawn
Second time now that you felt it was important to note how "realistic" it is. Thief: The Dark Project was not a realistic game. It had demons and wizards and zombies, so yeah...
Yeah, it's got zombies, so everyone complaining about Garrett's ridiculously large backpack or zero width dimensions has no base for his arguments anyway. Wizards did it all.
Heck, and I thought this thread was going to be another arrogant rant, but finally we can be on our backs as usual. :D
Chade on 25/6/2013 at 13:47
Quote Posted by Starker
Nope, I don't think simply copying Ocean House would work either, but I think giving the Cradle more of a presence and control over the puppets would. Have it reanimate a corpse in front of your eyes, etc. I think it would also help to tie the separate parts into a more cohesive whole. The idea is to have an active malicious presence to help feed your imagination, like the Ocean House did with the ghost of the killer.
I'm sure you could do something along those lines that would work well.
Incidentally, I'd love to see a horror game based entirely around thief-like gameplay. Seems to me it would be a lot more effective then basing it around shooter gameplay, which is what we usually see.
BTW, not sure if you would have seen this or not, but you might be interested in null's comments about (
http://www.ttlg.com/forums/showthread.php?t=83560&p=1045847&viewfull=1#post1045847) resource restrictions while creating the level.
Quote Posted by Starker
Not quite. You are there to investigate the hag and then you end up helping the ghost. The escape part doesn't come before the very end.
I have to admit I don't see the problem here.
Vivian on 25/6/2013 at 14:05
Quote Posted by Chade
Incidentally, I'd love to see a horror game based entirely around thief-like gameplay.
Yo, have you played Amnesia? Because if not, do so. It's rad. I mean, it will heeb you up so hard you can barely play it for more than ten minutes, but it is brilliant.
Chade on 25/6/2013 at 14:13
I have it and played it a bit, but life called. I'll get back to it one of these days.
Amnesia seems quite similar to what I asked for, doesn't it? And also happens to be very effective. The sanity mechanism appeared to interfere with the stealth gameplay in the short amount I played, so it's not quite what I was imagining. Or maybe I wasn't playing very well. Great game either way, though.
ZylonBane on 25/6/2013 at 15:52
Quote Posted by Chade
All it takes to not fall off a beam when changing direction in thief 3 is a few taps, which corresponds quite well to the sort of shuffling about you would have to do in real life.
In real life you don't walk sideways because you forget which way your feet are pointing. Don't even
try to argue the realism point on this one.
Vivian on 25/6/2013 at 15:52
funny story, I fell six feet off a skateramp the other day because I actually did that.
ZylonBane on 25/6/2013 at 17:28
This is my complete lack of surprise.