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Decline Thiaf Pre-Release Thread

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
But inb4 postmortem "We had made a game very similar to the old Thief games, but after Dishonored, the publisher forced us to remake it closer to that"
 

Shadenuat

Arcane
Joined
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Messages
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Location
Russia
Special artifacts like this are scattered throughout Thief's levels, which Garrett using to decorate his hideout
But can I share them with my friends in multiplayer using my share button?
 

Jashiin

Arcane
Joined
Mar 28, 2012
Messages
1,440
1r8095.jpg
 

DalekFlay

Arcane
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Messages
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New Vegas
Noob question: Wouldn't that be achievable by just adjusting the monitor settings? (you know contrast, brightness etc.)?

Deus Ex: HR actually had exactly this type of thing. On default it looked way too fucking bright but if you turned the "luminosity" setting down it started to look very proper indeed. You weren't even going against their advice either, the setting in the game even at lowest had the "should be barely visible" image still visible.

They're just defaulting to super dark monitors for some fucking reason. Marketing research on TVs I would guess.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
I'd be pleasantly surprised if they do have a decent sound design. It's not that hard to make, really.

Then why no game past Thief3 could compete in the sound design department? In 10 years.

I have, I even worked on one (it was an indie game, but still) but thanks for asking. You could play Dishonored without buying anything or even using anything (I think you had to use Blink once, but that's about it) while ghosting without KOing anyone, and it was a lot more fun this way even if full killing is strangely soothing too. I know that if I ever play Thief, I'll never use any of the crap they mention (Focus, guiding beacons and other stuff) and you can be assured I will never fight.

So you absolutely never haven't killed anyone in Dishonored and completed levels without constant reloading due to shitty LOS of enemies (that can't see you peeking from behind a box in a broad daylight but can see you in a total darkness)? And you absolutely sure a dev like Eidos of all people will not force you into combat? And that creating a fake challenge by ignoring features of the game would work?
 

skacky

3D Realms
Developer
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Messages
2,506
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The City
I'd be pleasantly surprised if they do have a decent sound design. It's not that hard to make, really.

Then why no game past Thief3 could compete in the sound design department? In 10 years.

I have, I even worked on one (it was an indie game, but still) but thanks for asking. You could play Dishonored without buying anything or even using anything (I think you had to use Blink once, but that's about it) while ghosting without KOing anyone, and it was a lot more fun this way even if full killing is strangely soothing too. I know that if I ever play Thief, I'll never use any of the crap they mention (Focus, guiding beacons and other stuff) and you can be assured I will never fight.

So you absolutely never haven't killed anyone in Dishonored? And you absolutely sure a dev like Eidos of all people will not force you into combat? And that creating a fake challenge by ignoring features of the game would work?

Because developers have been spending shitloads of money on visual design and didn't bother implementing the most important things. We both agree on that.
Also, yes, I never killed anyone nor anything on my first playthrough of Dishonored, I didn't even KO anyone except Sokolov as far as I remember since it was a mandatory objective, just so you know. I never said I was sure of anything, I'm just speculating. We know nothing about the game, we don't know if we'll be forced to fight, we don't know if we'll be able to Supreme Ghost like in the previous games. It's also not a fake challenge, it's another way of playing. Some don't like it, some do.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Ah, the folly of blind edginess.

At eleven pages in a few hours you're going to have to give me the cliff notes version to unblind my edginess. Not going to sift through this morass. If it boils down to the new Thief game having a shitload of nextgen/console design then... big surprise. No, really, I'm shocked!
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,600
Codex 2013
Well, I'm all vomited out. I'll just go play Thief 1 and 2 again.
 
Joined
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2,573
Location
Once and Future Wasteland
Serpent in the Staglands Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Ah, the folly of blind edginess.

At eleven pages in a few hours you're going to have to give me the cliff notes version to unblind my edginess. Not going to sift through this morass. If it boils down to the new Thief game having a shitload of nextgen/console design then... big surprise. No, really, I'm shocked!

Just go to page 7 and read Bruticis' posts where he showed the pictures of the article. That should show you the true :rage: and why it's not about graphicswhoreism.
 

Melan

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Civitas Quinque Ecclesiae, Hungary
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. I helped put crap in Monomyth
To make this complete they just need to announce they won't release a mission builder.
I would be very surprised if they did. Most editors nowadays have a lot of proprietary components that would be hard to license. Plus, making a mission for modern engines is no longer brush-based; you need to build most everything from models you create in an external app. It has become a much more complex and time-consuming process than it used to be, and that has reduced the number of fanmade levels.

It is likely NewDark and The Dark Mod will stay the best platforms for Thief missions for the foreseeable future (and both scale up pretty well).
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
But inb4 postmortem

What postmortem? The whole point of this reboot is to get that dough, mang

I assumed this is the name for that interview-thing devs give after the game has launched, some time has passed and they look back on the development and talk about the tough decissions they were facing and how much fun they had etc.
 

mikaelis

Prophet
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Joined
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Messages
1,448
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Land of Danes
Codex 2013 Codex 2014
Noob question: Wouldn't that be achievable by just adjusting the monitor settings? (you know contrast, brightness etc.)?

Deus Ex: HR actually had exactly this type of thing. On default it looked way too fucking bright but if you turned the "luminosity" setting down it started to look very proper indeed. You weren't even going against their advice either, the setting in the game even at lowest had the "should be barely visible" image still visible.

They're just defaulting to super dark monitors for some fucking reason. Marketing research on TVs I would guess.

That's what I'm hoping. No magic should be involved in that if you want to play it dark (unless they put "darkness" as default at 100% brightness of your screen)
 

Infinitron

I post news
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Staff Member
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Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You ought to rename this thread, Jaesun. People will think we're talking about TDP.
 

DalekFlay

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New Vegas
That's what I'm hoping. No magic should be involved in that if you want to play it dark (unless they put "darkness" as default at 100% brightness of your screen)

Yeah. The first time I played Human Revolution I thought it looked like garbage and had to tell myself gameplay mattered more, it's okay that it looks terrible. After turning luminosity down though I thought game looked pretty good. It was just completely blown-out on default for some reason.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Ah, the folly of blind edginess.

At eleven pages in a few hours you're going to have to give me the cliff notes version to unblind my edginess. Not going to sift through this morass. If it boils down to the new Thief game having a shitload of nextgen/console design then... big surprise. No, really, I'm shocked!

Just go to page 7 and read Bruticis' posts where he showed the pictures of the article. That should show you the true :rage: and why it's not about graphicswhoreism.

This, unfortunately.
I think the screens look nice enough, but the article is sounding awful.

Any chance it's just an elaborate trolling attempt? Please let it be... :cry:
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,708
Meh, everyone hated DX:HR when the first details came out too.

I didn't enjoy DX: HR, so I doubt I'll enjoy this. Still, it might be lulzy to see how exactly they are going to "update" the series.

Also I've still no idea why AAA devs continue to introduce all these minigames in their games; I find it hard to believe there really are enough people who enjoy minigames out there to create such a demand for them.

Technically even Thief locks were simple minigames, since you had to switch lockpicks sometimes.

I'm not opposed to very quick and simplistic minigames whose only purpose is to occupy the player's concentration, leaving him open to being surprised and ambushed. For example, the hacking minigame in Bioshock 2.

I agree, I guess - I was just wondering about the current popularity of minigames in general, really.
Josh Sawyer always has the answers.
http://www.formspring.me/JESawyer/q/639636904
http://www.formspring.me/JESawyer/q/654812230
http://www.formspring.me/JESawyer/q/654846266
http://www.formspring.me/JESawyer/q/177439741547934762
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Meh, everyone hated DX:HR when the first details came out too.

I didn't enjoy DX: HR, so I doubt I'll enjoy this. Still, it might be lulzy to see how exactly they are going to "update" the series.

Also I've still no idea why AAA devs continue to introduce all these minigames in their games; I find it hard to believe there really are enough people who enjoy minigames out there to create such a demand for them.

Technically even Thief locks were simple minigames, since you had to switch lockpicks sometimes.

I'm not opposed to very quick and simplistic minigames whose only purpose is to occupy the player's concentration, leaving him open to being surprised and ambushed. For example, the hacking minigame in Bioshock 2.

I agree, I guess - I was just wondering about the current popularity of minigames in general, really.
Josh Sawyer always has the answers.
http://www.formspring.me/JESawyer/q/639636904
http://www.formspring.me/JESawyer/q/654812230
http://www.formspring.me/JESawyer/q/654846266
http://www.formspring.me/JESawyer/q/177439741547934762

Except here we're talking about minigames in a game that's already based on player skill. Thief isn't an RPG. Josh is talking about minigames in RPGs.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
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Messages
36,708
Except here we're talking about minigames in a game that's already based on player skill. Thief isn't an RPG. Josh is talking about minigames in RPGs.
Some of the answers still apply, the third link uses Bioshock as an example.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
I've written this before, but if there's no active decision making in picking a lock or hacking a terminal, there's no "play" in it, no player skill or decision making at all.

Oh, gawd, people working on RPGs without actually understanding them. And then we wonder why they suck.
 

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