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Thief Dropping XP System

The Eidos Montreal Community Website has a community Q&A about the upcoming Thief reboot, answering questions from eager fans of the franchise (thanks PC Gamer). The topic this time around is the removal of the planned XP system from the game, a decision the developers explain while dropping a hint they may have something positive to say about QTEs in the future:

Why was it removed?

Nic:
At first, we wanted to outline the progression of the player with XP, but it was reducing our motivation to steal. The main goal of a thief should be to gain loot. Garrett is already the Master Thief, so we saw no need to have XP as a core mechanic.

Daniel: We wanted to put emphasis on stealing things, and put the rewards on the stealing aspect. We want to allow the player to decide the "how to" we shouldn't judge how the player wants to achieve their goal, only reward them for achieving it.

The reaction from fans to the "Headshot XP" pop-up in the E3 gameplay demo was fairly negative. Did that have an impact on the decision to remove it from the game?

Daniel: Fans might be surprised how often the devs go to the forum to see how things are perceived in the "real world". This feedback is extremely valuable to us, so as you can imagine, the consistent reaction to the XP system was something that indicated we needed to revisit some design decisions.

Nic: It is more a design decision to add to our economy system and entice the player to steal more. But yes, the E3 reaction was right, rewarding killing like that was wrong for a Master Thief.

How will Garrett progress through the game without XP?

Nic:
The goal is to use gold to buy elements to progress, to encourage the player to steal. The player will be able to choose how to spend money, for more stealthy or more aggressive tools.

Daniel: It was always possible to play without using XP, like it is still possible to play through the game without killing anyone or even spending any coin (though it isn't going to be easy!)

Thanks guys, this was very instructive. And wait until you hear what they have to say about QTEs...

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53. Re: Thief Dropping XP System Oct 19, 2013, 05:58 Raptor
 
Sorry, but holding down a button and watching the game play for you is not what it should be about.

And I understand that it has the Thief elements available, but so does Dishonored.

At the same time I think you're right that it will reflect a Thief game since you can do all of those things you should be able to do.

But my problem is mainly about the watered down gameplay design, attitude and generalisation of the game.
Are devs really so afraid to actually restrict the player from something?
It's Thief, but if you want you can still play it like CoD just as easily.
They design your experience to meet 100% satisfaction, every time.

I haven't played the new Splinter Cell so I can't compare how the contextual stuff works there, but I remember really enjoying the MP match in one of the old ones where you could run up against the wall and jump on the ceiling panels while the merc was trying to get ain aim on you. Sure it didn't work every time and you got killed, but when you got good, it looked great and smooth.
Skill determined the cool things you could do not the press of a button.
But I think the argument there is that you are the master thief, so you shouldn't die form a mistimed jump.

They spend too much time on all the "player aids" like focus or all the cool things like dropping something on the guard or cool takedowns (which for 95% of the players should be something to avoid anyways)
It just feels rotten from the core.

And we've yet to hear what good they have to say about QTE's as well.
 
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