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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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43. Re: Thief Dropping XP System Oct 18, 2013, 03:20 Raptor
 
Jerykk just wrote the examples I wanted to give about the lack of jumping. We can add OFP/ARMA to that mix as well.

R6, GR, OFP etc are military games where jumping would be about as stupid as what these guys are doing to Thief 4.

The design principle of the Thief games has always been about freedom of movement. Heck the same dev managed to still have jumping for DxHR!

What I fear is that they are just taking the "everything has to constantly look cool and nobody has to get stuck anywhere" principle way too far.

Reaching places you're not supposed to reach is a part of the PC mentality if I may say so.
It's always about finding a way to do something which is unique to how others have done it.

This completely gues against modern game design.
If there was a minefield these guys would draw a big red line through it for the safe path and have a popup warning in case you wanted to stray off it - that's what it's about when they removed jumping.
It's just a part of the overall design they are aiming for and none of the people here are the target crowd.

(PS: Installed Dark Mod yesterday)
 
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