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44. Re: Thief Dropping XP System Oct 18, 2013, 04:54 Jerykk
 
Except reaching places you're not supposed to reach isn't really part of the PC mentality. The only reason it happened more often in older games is because they didn't have nearly as much testing as new games do. When Ion Storm made Deus Ex, they never intended for players to use sticky mines to climb up walls. When Dynamix made Tribes, they never intended for players to exploit a bug in the physics system and move at incredibly high speeds. Emergent gameplay, by its very nature, exists in spite of design. The Thief games, while having large, open-ended levels, were never really known for emergent gameplay. You were still mostly limited to going where the developers allowed you to go and doing what they allowed you to do.

The lack of manual jumping does not mean that Thief will be a completely linear and guided experience. The demo they showed at E3 had multiple ways to get into the castle and plenty of opportunities for verticality. Splinter Cell: Blacklist was very much the same way. No jumping but the levels were open-ended and there were enough contextual triggers available that you never felt limited.

I think people are just way too eager to dismiss the game based on very limited knowledge of it. Wait until the game actually comes out. Or better yet, wait until you actually play it. Remember DX:HR? Remember how people were shitting all over it when they heard about the one-button takedowns, the third-person camera cuts, the cover system, the object highlighting, the merging of the skills and augmentation systems, the XP awards for specific actions, etc? In spite of those things, DX:HR ended up being a pretty damn good game. I've heard fewer specific criticisms about Thief yet people act like it's going to be the worst game ever made.
 
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