But you learn what's valuable and what's not after a while of playing.
Instituting a binary ledge climbing system is the anti-thesis of exploration. Instead of having a wall that is too tall to mantle until I pile some crates up against it, I now just have a wall that I cannot climb at all. It's bullshit, this kind of level design is taking us back to a really fancy version of DOOM.
Fuck, even DOOM had more freedom than what you are suggesting.
That's beside the point, I don't like impassable ledges either. But the gameworld has to stop at one point.
It's like that thing this guy was talking about:
"I can't overstate how completely evil complexity is, especially in a sandbox game,"
"Constantly ask yourself: What can I remove from the game?"
I'm very curious about who said this. I'd like to add them to my black book.
Legends say, there was once a hero who read a description of a WoW quest.Not only many players are stupid, but also lazy. I remenber the whole drama of quest compass in WoW....in ye old days quests would just say "Look for X between the two northen mountains", and while it was oviously clear if you spend like 2 minutes looking, people would still download that "Quest Helper" add-on like mad, that not only showed the quest locations on the mini-map, but also added a huge arrow for you to follow:
Blizzard just saw that a massive part of their audience was using it and decided to implment them officialy in-game. It was not the case of a evil publisher/developer deciding to dumbdown things, but ratrher the players demanding dumbing down from the developer.
Highlighting the containers / doors that aren't scenery pieces won't help if you can't get to the room / Balmora. The safe behind the painting and the switch under the desk wouldn't show up highlighted because the objects would be covering them. If you have limited time before a guy walks in, hgihlighted containers won't help if the time limit is strict enough that you can't check everything at your leisure. Etc. I don't see anything worthwhile being removed, just hovering over objects.What if you have limited time to work with, because someone is going to enter the room within 30 seconds? What if there's a safe behind the painting? What if there's a switch opening a secret passage under the desk? Makes no difference whatsoever, right? Searching the environment efficiently while being stealthy is what thievery is all about. The whole point of Thief's higher difficulty levels was forcing the player to explore more thoroughly, and you're fine with removing all that because herp.
The quest says "Go to Balmora" but I think it's a matter of people just sprinting in random directions as soon as they are out of the Office, because they didn't pay attention to the dialogue telling them how to get there.
Same here.I sincerely hope this becomes vaporware.
Eidos Montreal has redesigned Thief hero Garrett. He's less "gothic" and more "mainstream"
"We wanted to bring him more for the modern audience of today's console market,"
those photoshops killed me when i saw them on ttlg 10 years ago.