Melan
Arcane
Once again, not much love for Purah here. Which is fine, but.
Some of the criticism has a point. At their worst, Purah's missions have a layer of bad Vampire: The Masquerade fan fiction. Nobody who writes lines like "This is a city of metronomes where chimney pots sway to the ancient gurgle of pipes whose forlorn songs rise from throats of incurable decay." is innocent. Skanky McFunbags is a bad character. Lady Calendra is a slut. However, she is not a bad character, but a well-realised one who tends to sleep around. There is a difference. That difference is what makes so much of the Calendra series - from Lampfire Hills to Calendra's Legacy - a set of great missions, greater than the sum of their flawed parts.
Altogether, while I think our understanding of level design has unquestionably advanced since Thief, and these missions were released (I don't remember them being talked about in these terms), and these discussions have added much clarity to what used to be I-like-this-I-dislike-that, it is time to get concerned whether they don't become constraints on our imagination, both as players and level designers. Because as a level designer, I am feeling it.
Some of the criticism has a point. At their worst, Purah's missions have a layer of bad Vampire: The Masquerade fan fiction. Nobody who writes lines like "This is a city of metronomes where chimney pots sway to the ancient gurgle of pipes whose forlorn songs rise from throats of incurable decay." is innocent. Skanky McFunbags is a bad character. Lady Calendra is a slut. However, she is not a bad character, but a well-realised one who tends to sleep around. There is a difference. That difference is what makes so much of the Calendra series - from Lampfire Hills to Calendra's Legacy - a set of great missions, greater than the sum of their flawed parts.
- Yes, they feature very hard segments, but it is those segments where you find yourself pushing yourself and feeling like you have accomplished something when you are done. Getting through the city in Calendra's Cistern felt great. Sneaking through the party was damn hard, but it was a feat, signing the guestbook included. Reassembling Brother Adrius was frustrating (mainly for locating the hidden observatory), but it was above and beyond side objectives in Thief missions.
- Yes, the missions break gameplay conventions and common designer wisdom about "good practice", but they break them in interesting ways that take the player outside his or her comfort zone. Midnight in Murkbell, that giant fuck you to conventional Thief gameplay design, still plays wonderfully as a challenging stealth level, and it makes you have to think about how to do that.
- Yes, the prose is purple, but it conjures a setting of dark intrigue and witchery, which conforms to Thief lore while also pushing it in its own direction (with Shakespearean and Vampire-based undertones). It has its own voice, just like it has its own approach to architecture. It has the stamp of its author (and collaborators); that's a good thing.
Altogether, while I think our understanding of level design has unquestionably advanced since Thief, and these missions were released (I don't remember them being talked about in these terms), and these discussions have added much clarity to what used to be I-like-this-I-dislike-that, it is time to get concerned whether they don't become constraints on our imagination, both as players and level designers. Because as a level designer, I am feeling it.