[Oct 17, 2013, 09:00 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 18, 2013, 01:48
Fletch wrote on Oct 17, 2013, 18:28:
Jerykk wrote on Oct 17, 2013, 12:26:
I'm pretty sure the decision to remove jumping has nothing to do with consoles. Plenty of first-person console games have jumping. Hell, CoD, the epitome of consolitis, has jumping.
Nothing to do with consoles? Really? How many first-person PC games don't allow jumping? I think it was a combination of controller limitations, and the limited imaginations of designers making maps for millions of easily-confused console gamers. Hand-holding seems to be a pretty huge part of their design concept.
Rainbow Six? Ghost Recon? Two of the most hardcore PC games ever (before Vegas and Advanced Warfighter, that is) didn't have a jump button because jumping wasn't useful to the design of the game.
Being a PC game or console game has absolutely nothing to do with the inclusion of jumping. I'm not sure why Square removed jumping from the new Thief but one definite benefit (for them) is that it's much harder for players to break the game. You can no longer reach areas you aren't supposed to go, making life much easier for the level designers and artists. You have no idea how many collision bugs pop up when players can hop all over the place.
Make no mistake, I like jumping and emergent gameplay as much as anyone, but I'm not going to immediately dismiss a game simply because it doesn't have jumping. The Hitman games don't have jumping and they are great stealth games. The latest Splinter Cell game doesn't have jumping and it's very good. A stealth game without manual jumping is still perfectly viable.