Chade on 14/6/2013 at 05:41
Yes, DX:HR does checkpoints well, and also has a manual save system.
Shinrazero, there are hundred of games which highlight "interesting things" in some way.
jtr7 on 14/6/2013 at 05:41
Quote:
It's really the next bit that bugged me the most about the presentation. Garrett decides the best way to escape the mansion and get back to the City is to cross a bridge that's burning down. There follows a lengthy sequence of Garrett running through various burning chambers, dancing over burning rooftops and climbing through flames, all which seem needlessly dangerous for a so-called master thief. He wasn't being chased or anything. There had to be a better option for escape. Why would you run in to fire? Why wouldn't he escape over or under the water? There's even one part of the sequence that involves freeing a boat from its mooring so you can use it to cross a short span of water under the collapsing bridge. Why didn't Garrett just get on the dingy and row out of danger?
Answer: Because it's a "game".
Sounds much more like the Tomb Raider reboot formula than any Thief title. The closest Thief ever came to that, and it wasn't very close, was the water ride and drop into injurious blue crystal Super Mario pipe in The Maw. :laff:
Is that scenario made up by the writer? Is it also "optional" and he didn't see where the fork in the road was? This ain't Thief.
Shinrazero on 14/6/2013 at 05:48
Quote Posted by Chade
Yes, DX:HR does checkpoints well, and also has a manual save system.
Shinrazero, there are hundred of games which highlight "interesting things" in some way.
Irrelevant to the discussion but okay.
Chade on 14/6/2013 at 05:56
No. You supported jtr's statement, that tomb raider influenced thief, by showing one trait they share in common along with hundreds of other games.
If that was a valid argument, where does it stop? Do I get to claim that every first person game somehow simultaneously influenced thief?
In reality, the games industry has been slowly giving the player more and more tools to help them choose their actions for ages. This is just a continuation of that long trend.
Shinrazero on 14/6/2013 at 06:03
Quote Posted by Chade
No. You supported jtr's statement, that tomb raider influenced thief, by showing one trait they share in common along with hundreds of other games.
If that was a valid argument, where does it stop? Do I get to claim that every first person game somehow simultaneously influenced thief?
In reality, the games industry has been slowly giving the player more and more tools to help them choose their actions for ages. This is just a continuation of that long trend.
Your statement that "100's of games have this feature" is a red herring, a distraction of my supporting point to jtr that Thief and Tomb Raider are similar in design, nothing more.
jtr7 on 14/6/2013 at 06:03
Chade, the fact there are hundreds of games that do this, and many of them huge sellers, is one of several repeated negatives about Thiaf, and spoken against back when it was a good possibility before we saw anything. This is Thief 2.0: Kitchen Sink, with a taffer's skeleton inside, missing limbs.
Renzatic on 14/6/2013 at 06:27
Quote Posted by Shinrazero
Your statement that "100's of games have this feature" is a red herring, a distraction of my supporting point to jtr that Thief and Tomb Raider are similar in design, nothing more.
I could say they have similar features, but they're hardly of similar design. Claiming such is like saying Thief was similar to Unreal, because they're both first person games, and fire arrows are just reskinned rocket launchers.
edit: Actually, I'd say focus is more similar to Dishonored here. It mimics some of the powers you can get in that game.
But I still wouldn't say Thief is like Tomb Raider is like Dishonored simply because they have this one common feature. Both T4 and Dishonored are entirely separate genres with completely different gameplay focuses.
Zewp on 14/6/2013 at 07:44
Quote Posted by Chade
In reality, the games industry has been slowly giving the player more and more tools to help them choose their actions for ages. This is just a continuation of that long trend.
Highlighting items isn't giving the player more 'tools,' it's dumbing the game down so that frat boys with the attention span of a goldfish can also play it without getting frustrated.
jtr7 on 14/6/2013 at 07:54
Yep. These "trends" are norms, typical, over-f***ing-used, heavily relied upon, and serve only sales to dumb impatient gamers-- Unless there's a serious gamer trait people wanna bring up to justify the need for millions to have to have these so-called "options" that somehow don't dilute development in any way. :rolleyes:
Neb on 14/6/2013 at 10:33
A Thief game designed and balanced around 'focus' will provide a more hardcore experience for those who turn it off, with harder to find switches, loot, and more heavily guarded choke points.
Discuss. :p