Thief, rebooted. - by SubJeff
SubJeff on 4/9/2018 at 21:59
Quote Posted by Brethren
The last guy I remember to claim that Thief was an RPG was...Goldmoon Dawn. So if anyone wants to make that argument going forward, think about
that for a little bit.
He breathes air doesn't he? That's a good idea too.
Aaaanyway...
If you ask a hardcore gamer whether, let's say, GTAV is an RPG they'll say know. It doesn't fit the gaming definition of an RPG. Ask a non-games journalist, a psychologist or just a random person who isn't a gamer and they may say yes, for obvious reasons. This is besides the point, except that it's not useful to shout "Thief ain't no RPG!!" when someone suggests an addition to a potential reboot.
If your objection to something is "I don't like it because it makes it an RPG" you might as well object because it's going to have a new graphics engine/be made in France/has the wrong colour lights. It's arbitrary.
Quote:
Depends how the game is designed. Did the devs make the game while considering the possibility that someone might not use the skill trees? Then sure.
I'm saying exactly that.
Let us imagine some movement mechanics by listing the movements possible from specific player states. Blue are extra skills you can obtain through skills or tools e.g. the quieter options could be through new shoes, in the same way as The Sword enhanced low visibility.
Standing- Turn
- Crouch
- Go prone
- Lean
- Jump, jump higher
- Creep, creep quieter
- Walk, walk quieter
- Run
- Mantle
Crouching- Turn
- Stand
- Go prone
- Lean
- Crouch creep, crouch creep quieter
- Crouch walk, crouch walk quieter
- Drop to hang
Now you've got a new ability that makes perfect sense in reality but which might upset some of the Thieflakes - Drop to hang.
This is dropping off a ledge and hanging down off it. Instead of dropping off something and making a lot of noise you could hang off it first and then drop. Your feet are closer to the ground so you fall less and make less noise.
But now we have a new state - Hanging, so...
Hanging- Move laterally
- Climb up
- Drop
- Kick off and backflip
(Hanging make sense to me, as does swinging on rope arrows an so much more.)
This way the truly dedicated who want it just like the original can ignore all of this and play with the basic set of movement mechanics. The stipulation being no level should be impossible or unduly punishing that way, just slower and harder.
To make it even more palatable for hardcore fans you could have the option to permanently and irrevocably turn this stuff off. Like a killswitch that cannot be restored on that install. Want it back? Reinstall.
Just imagine an Arkham City sized map for The City!
ZylonBane on 4/9/2018 at 22:14
"Thieflakes"? Seriously? That's the best edgelording you can manage?
SubJeff on 4/9/2018 at 22:28
You telling me there aren't a lot of delicate flowers all up in here?
Address the salient points.
Aja on 4/9/2018 at 22:32
I'm all for another Thief reboot, but instead of skill trees I'd rather see a variety of tools that are equally useful but can't all be equipped simultaneously. So you wouldn't upgrade Garrett; you'd outfit him in a way that you think would work best for the situation and see how it goes. The problem with skill trees is that they inevitably make the focus of the game on levelling up, and Thief has always been about problem solving with the tools you have available.
So I guess having said that, I'd be most happy if they just gave you an entire toolset off the bat and let you figure out what to do with it. Breath of the Wild showed that you can do that in a modern game and audiences will accept it.
downwinder on 5/9/2018 at 03:42
An idea i have from reading some of these posts is ,mission packs with themes,seems like it would be a thing if looking glass was still around
like pagan mission pack/hammers/etc and each pack would add more to story and missions,i would think 3-5 missions per pack
yes i know a lot of he games today do that,but that would be cool for thief,for people who are story driven in games,more then graphics/etc
Judith on 5/9/2018 at 09:38
I'd rather have tools than skills, even if from technical point this distinction is mostly semantics. In original games there was always a blurry line between me being me, and me playing Garrett. And level design rewarded my patience or my observation skills. Character skill tree feels more like my character is doing things for me, as he gets new abilities. Even if the result is the same, I'd rather get myself Jumpy Boots than unlock Jump Higher ability because I got enough XP points or sth.
Sulphur on 5/9/2018 at 10:00
I came here thinking this was a pitch for Thief to be redone with the boot of doom from Dark Messiah of Might & Magic.
I am very disappointed in all of you.
SubJeff on 5/9/2018 at 10:43
So enhanced agility trousers would be better than a backflip skill?
That's workable I suppose. He/she starts with just dark clothes, a basic bow, blackjack and knife. New clothes and items (some with magic properties) give new abilities.
If you made the number of wearable and carryable items limited people would have to tailor the kit to the job. I like that idea a lot.
I'm all for the boot from Dark Messiah!