Just finished watching the Errant Signal video. Some key phrases that caught my ear:
Thief also differs from modern stealth games due to its level design. Modern stealth levels are, for the most part, intensively designed affairs. I mean level design is important in combat-focused games too, sure, but it's even more important for stealth games where guard paths, player visibility, item placement, resource scarcity and places to run and hide, all have to be balanced while still communicating to the players where they need to go and what they need to do. Thief... pre-dates that sort of design-oriented approach to levels. In fact, Thief levels are obscenely large and complex, labyrinthean even, with nonsensical architecture and oddly intersecting hallways that seem designed specifically to confuse players. Sparesly decorated rooms with the same base texture set, they all begin to blur together and the player's often only given a compass and a VERY rough sketch to the level to guide them.
Basically, because of levels like The Sword and the fact that ANCIENT RUINS AREN'T FULL OF DECORATIONS, EYE CANDY AND HANDY ROADSIGNS, Thief TDP is doing something wrong. Realism is wrong nowadays?
The above paragraph is followed by a list of the good things about Thief's level design, but then it goes back to this:
But, even with those advantages, the levels on display here are simply too large, it's almost the opposite to [DX] Invisible War, the levels are so huge it's easy to forget what the point of them even is, there's no greater tension than the guard around the next corner. I'll give you an example: There's a level that has you break into a restaurant, and that restaurant is a front for a secret casino underground, and under the casino is a maze of sewer tunnels that holds a thieves' den, and at the end there are two seperate houses connected to opposite ends of the den. As Garrett, you have to break into the restaurant, sneak through the casino, find your way through the thieves' den to the house that has the key to a safe, then sneak your way back through the thieves' den and break into a house that has the safe itself, then find your way back to the streets. And the kicker? This is complete filler. The level before has you stealing from Ramirez as revenge for trying to assassinate you, and the level after has Viktoria contact you after your success with the Ramirez job. The Thieves' Den quest [lulz] adds nothing to the narrative, it has nothing to do with the narrative, it doesn't really add anything to the experience, it's just an hour and a half of this game needing to be longer.
He's right on the Thieves' Den level being complete filler, as it was added in Thief Gold and is not present in the original Thief. It's also single-handedly the most drawn-out and needlessly convulated level in Thief, it's the only negative point about Thief Gold at all. And yet he uses it as an example and point of criticism against the ENTIRE game.
And back to my previous point:
And I'm focusing so much on the levels here, because it's really what but drives the most and least enjoyable parts of the game. Thief is at its best when the level design works in favour of the core mechanics, with levels that have a tight focus on stealth and infiltration and maybe with slight, minor diversions into exploration or puzzle-solving for flavour. But too often levels become "Find the Hidden Object" games when you've completed story objectives but haven't found enough arbitrary loot to move on to the next level, or vice-versa.
Raise of hands, anyone: When playing on Normal, has anyone ever had problems with meeting the loot count in Thief 1+2? Ever?
This point of criticism is valid for the Expert level, but it's called "Expert" for a reason. There's even a point in Thief 3 where you can't meet the loot requirement on Expert without failing an optional (and undocumented) objective, which leads to you having to deal with an assassin as a result. But hey, that's not a problem for Expert-level Garrett, no?
But the rest of the video is very solid. A few minor points of criticism here and there, with the biggest point being how he claims that a majority of Thief players prefer the "steampunk, life-of-Garrett style levels instead of the magical Mage Towers or dimensions of the Pagan Elder Gods levels". To each his own. I prefer TG over T2 because of the diversity of levels, I never feel bored going from one different job to another... except, sometimes, during the Thieves' Den.