[Oct 17, 2013, 08:00 am ET] - Share - Viewing Comments
Montreal Community Website
has a community Q&A about the upcoming Thief
reboot, answering questions from eager fans of the franchise (thanks
). 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:
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
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
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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||Re: Thief Dropping XP System
||Oct 22, 2013, 07:45
|+1 on Raptor's elaboration on why the removal of manual jumping can lead to frustration.
Jerykk wrote on Oct 22, 2013, 04:00:
Quinn wrote on Oct 21, 2013, 10:07:
Having issues with people somehow defending the idea of no manual jumping. It sucks as a matter of fact. No matter what excuse you make up. The major reason, that seems to be ignored indefinitely, is the fact that you can now no longer calculate a jump onto a set of boxes, for example, from a higher level up, to get a better position to either ghost past or knock out a guard.
There's no "we'll see" in this. It sucks. Period. How much the entire game will suck or not? We'll see, indeed.
You don't need to calculate a jump onto a set of boxes because the game will do it for you. As I mentioned earlier, the game uses an AC-style traversal system where the game automatically jumps for you. So, if there's a set of boxes you can jump on and you run towards it, you will automatically jump onto the set of boxes. Granted, removing the skill part of it is disappointing but you're still able to go where you want to go.
The lack of manual jumping really isn't that big of a deal if there are other systems that achieve the same results.
Jerykk, I'm not sure it's my English. Do I really suck at describing my point?
I'll give it another try...
Imagine you stand on a wall. Five meters below you there's a set of boxes, positioned 3 meters away from the wall you stand on. You want to jump onto that set of boxes, because it keeps you in the shadows / keeps you from landing on metal tiles / gets you right behind a guard for a knock-out / whatever. You, however, can't make that jump because the game won't recognize the boxes you target. If the game will let you jump automatically if you run off any edge, it might make you jump too far or too short.
If you think the game can read the player's mind, then there's no problem with it, indeed.