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User information for Jerykk

Real Name Jerykk   
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Nickname Jerykk
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Signed On Apr 23, 2004, 02:42
Total Comments 13958 (Ninja)
User ID 20715
 
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News Comments > Steam Top 10
78. Re: Steam Top 10 Jan 27, 2014, 12:33 Jerykk
 
Krovven wrote on Jan 27, 2014, 06:42:
Really Jerykk, I know you aren't stupid...are you just being obtuse on purpose? You don't need to see DayZ development budgets or Arma budgets, or sales figures to see how much DayZ has influenced sales of Arma 2. And if you think BIS has big budgets, you are off your rocker. If they had money they (theoretically) would make better and less buggy pieces of shit games. If they had spent any money on the stand-alone development, it wouldn't have taken them well over a year to get to the point they are now (which is still behind the mod) in development, with no end in sight. Most companies that spend millions upon millions of dollars on game development are frivolous with the money. I've been in one of those companies, I've seen it first hand.

Plenty of these stories out there about how Arma2 sales saw massive increases (to a 3 year old game) after the release of the DayZ mod.

Arma2 Server list majority running DayZ.

Credited for selling over 300,000 copies of Arma 2 in DayZ's first 2 months of release. I see you had linked the same story earlier...what you failed to note was that it was just regarding the first two months after release, not total sales for the last 2 years. That article was written 2 months after the release of the mod.

Not enough? How about this one...

Most of these stories are approaching 2 years old at this point. http://dayzmod.com/ 1,737,741 Unique Players. Do the math.

Those are nice links but none of them provide what I asked for. That is, specific figures for the budgets of ArmA2/Arma3/DayZ. Or even sales figures for ArmA3. As for ArmA2, can you provide any links for its lifetime sales? From what I've read, the DayZ mod boosted its sales by 500% so I can only assume that it didn't sell super well before that.

Anyway, I totally agree that DayZ had a huge impact on ArmA2's sales. That's why I never argued otherwise. Similarly, DayZ Standalone has had a huge impact on BiS's ability to fund their games. DayZ will likely be their most polished game yet, thanks to Early Access.

You're just the pot calling the kettle black... A game being buggy or incomplete doesn't mean it's automatically impossible to enjoy playing it. More PC gamers enjoy playing DayZ RIGHT NOW, despite the bugs and missing features, than they enjoy playing Assassin's Creed IV, Call of Duty: Ghost, Payday 2, and many other new "finished and bug-free" games.

This. The million+ people currently playing DayZ are enjoying the experience despite the bugs and missing features.

I mean, really, what exactly is the issue here? Bohemia has a history of releasing buggy and unpolished games anyway, probably because they had to release them prematurely in order to start generating revenue. It's not any different with DayZ, except they warn you that the game is buggy and incomplete. I can think of a number of games that would have benefit from being in Early Access (X: Rebirth immediately comes to mind) before their official release.

This comment was edited on Jan 27, 2014, 12:43.
 
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News Comments > Steam Top 10
55. Re: Steam Top 10 Jan 27, 2014, 05:46 Jerykk
 
Yep, Google. You have fingers, use them.

I did. All I could find was the 300k sales figure for ArmA2. No development budgets for either ArmA 3 or DayZ. No sales figures for ArmA 3 either. Maybe I'm just bad at Googling. Can you share your links that have these numbers, please?

Thousands of game companies have managed to get funding from other sources for 30 years prior to the invent of Early Access. As I've already shown, companies like Ubisoft and BIS already have the money to fund the development of their games without needing the drip feed from Early Access sales.

Yes, those sources were called publishers. Indies have put out games too, though none with the same scope, complexity and production values of Bohemia's games. Development costs are only rising and I'm pretty sure ArmA3 hasn't even become profitable yet. Hell, if it weren't for DayZ, I'd be surprised if Bohemia was still around.

Also, you really need to stop putting Ubisoft and BiS in the same sentence. When you do that, you are implying that they are equally capable of funding games. That couldn't be further from the truth. There's a reason why Ubisoft is disappointed when Splinter Cell: Blacklist sells 2 million units, whereas BiS issues multiple celebratory press releases when DayZ sells 1 million.

There are definitely some benefits for Early Access...there are a lot of negatives as well, but you seem to want to turn a blind eye to them.

I believe I already pointed out the negatives. There is definitely a risk for consumers in that there's no guarantee of quality or even that the games will be finished. But again, these risks are made readily apparent by simply reading the Early Access warnings on the store pages.

This comment was edited on Jan 27, 2014, 05:55.
 
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News Comments > Thief Previews; Videos
33. Re: Thief Previews; Videos Jan 27, 2014, 04:01 Jerykk
 
Out of curiousity: Why? Why do you prefer it?

Because I like having more control over my character. However, I can recognize when that control (or lack thereof) has a meaningful impact on gameplay. If the traversal system is as flexible as the previews seem to suggest, the lack of manual jumping will not have a significant impact on the new Thief. It will not mean you are "on rails," as that's a matter of level design, not controls. As far as I can tell, the levels are open-ended which is the exact opposite of "on rails."

The truth is, other people have different opinions of what they expect in a quality PC game, and they don't necessarily jibe with yours. When we voice those ideas, it seems impossible for you accept that they are anything but "minor nitpicks", "absurd conclusions", and "faulty logic", and you feel the need to weigh in with a "correct" perspective.

I'm sorry but your arguments are usually illogical. For example, claiming that the lack of manual jumping is due to consoles doesn't even make sense, given how many console games have manual jumping. Hell, the last Thief game had manual jumping and the game was clearly designed for Xbox. Claiming that button prompts dumb down the game is equally silly, given that you can disable them and that the functionality remains the same regardless of whether or not you can see a prompt.

What your arguments essentially boil down to is "new games aren't exactly the same as old games so they must be worthless pieces of crap." If that's what you genuinely believe, go ahead. Just don't expect me to sit by and let you spout your nonsense without any sort of rebuttal.

This comment was edited on Jan 27, 2014, 04:09.
 
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News Comments > Steam Top 10
52. Re: Steam Top 10 Jan 27, 2014, 03:43 Jerykk
 
xXBatmanXx wrote on Jan 27, 2014, 01:59:
StaticRandomNumber wrote on Jan 27, 2014, 00:16:
People paid $50 for Battlefield 4, think DayZ may not be as pretty but has more polish in terms of stability.

Trollbait +10

It's not really trollbait. BF4 was broken at launch, remained broken for weeks (months for some customers) and, unlike Early Access games, gave no warning of this to customers. The DayZ store page gives tons of warnings that the game is buggy and unfinished. DayZ also costs half as much as BF4.
 
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News Comments > Steam Top 10
46. Re: Steam Top 10 Jan 27, 2014, 01:37 Jerykk
 
When it comes to BIS and DayZ, they sold a shit ton of Arma 2 based on the DayZ mod alone, that they never would have sold otherwise. From what I recall, the sales figures are more than easily enough to have funded both Arma 3 and the stand alone DayZ without them having to do Early Access and bleed more money from people.

You have a source for these sales figures and the development budgets of ArmA3 and DayZ? I feel like you're greatly underestimating how expensive games are to make.

According to this, ArmA2 sold a little over 300k with the help of the DayZ mod. Before the mod, they likely sold half as many units, if even that.

Your opinion. Not a fact. There are people that thought micro-transactions would be good for games too...

Except my opinion actually has a logical basis. Microtransactions don't provide revenue during development nor do they offer useful player feedback. Microtransactions exist solely to generate revenue without requiring any new content.

Personally I think if they want testing and feedback from the public, the alpha/betas should be free and only charge for preorder a couple months before official release as preorders. OR, allow full refunds on these games up until they are officially released (maybe they already do)...just as Valve already gives refunds on pre-order games.

But then the benefit of generating revenue during development would be lost. Without this revenue, development suffers because the developers can't afford to hire more people or are forced to work other jobs to pay the bills. In this respect, Early Access is a great alternative to publishers. Instead of designing a game for a bunch of suits, you get to design a game for your actual customers. Are there risks? Sure. But customers are made well aware of these risks before they spend any money.
 
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News Comments > Steam Top 10
42. Re: Steam Top 10 Jan 26, 2014, 22:25 Jerykk
 
Quboid wrote on Jan 26, 2014, 19:06:
Jerykk wrote on Jan 26, 2014, 17:07:
I think the real issue is that the finished games are less interesting than the Early Access ones. If DayZ or Rust were finished, they'd still be topping the charts.

That's partly because finished games have to actually implement the features they promise. Day Z would surely sell well and maybe Rust would too but I think they and other Early Access games benefit from being able to say in response to any criticism "well, it's not finished, that will improve". Every game looks good when all the bad stuff can be hyped away.

Except these games are selling based on word of mouth, not their store descriptions. Word of mouth is the result of people playing the games. People here may not enjoy DayZ or Rust but obviously there are a lot of people who do, regardless of how incomplete those experiences may be.

Personally, I don't agree with the Early Access policies as they are now and take even greater issue with Early Access games going "on sale". It's one thing to back games on Kickstarter that would have otherwise never been made; versus companies like BIS and Ubisoft that have money to properly develop their games milking Early Access to fund development.

Ubisoft and BiS aren't even remotely comparable. Prior to DayZ, the ArmA series was the only meaningful source of revenue for the company and even then it only made them enough money to keep the studio alive. Unlike Ubisoft and other big publishers, BiS doesn't have 20+ million dollars lying around to just throw at any given project.

Ultimately, Early Access makes games better. The early revenue stream allows the developers to expand and/or dedicate themselves to the project full-time and player feedback ensures that they stay on the right track. If you don't approve of buying unfinished games, simply wait until the games are finished. You'll reap the benefits of Early Access without taking any of the risks.

This comment was edited on Jan 26, 2014, 22:42.
 
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News Comments > Thief Previews; Videos
30. Re: Thief Previews; Videos Jan 26, 2014, 17:29 Jerykk
 
Ray Marden wrote on Jan 26, 2014, 07:37:
Jerykk,

Eurogamer is not the only outlet to talk about noteworthy shortcomings or outright negative things about this game. Rev 3 Games, Weekend Confirmed, Giant Bombcast, IGN podcasts, EpicBattleAxe, etc.

Prior to making my earlier post, I did watch the Eurogamer video and it seemed to confirm the items I was concerned with or letdown by. However, I just watched the Games.on.net video and it brings up some shortcomings of the game as well - Erin being the first contender for the most irritating character of the year (again, the removal of Russell was unwarranted given the poor end quality of the abundant, gameplay-stopping cinematics,) the restriction on jumping and climbable surfaces giving them the impression of a more jigsaw-like game than an open-world game, the game being ugly in quite a few areas, particularly the non-PC platforms, and noting the removal of the XP and quicktime systems (overall improvements, but raising many concerns about the original design intent and the impact that intent will have on the final product.)

As ever, you fall back on challenge. In that regards, you hopefully concede that you are different than many gamers...or let me say that I approach games from a different perspective. Time and time and time again, I have seen you comment on the challenge of a game above all else. Absolutely, I believe it can help shape one's impression of a game (too easy, too hard, can make actions boring, can build a sense of accomplishments, creates a challenge, etc.,) but I often view it as just one piece of the puzzle along with sound design, level design, gameplay mechanics, puzzles, exploration, story, new experience factor, improvement upon prior iterations, etc.

Look, I bough the game yesterday from GMG for $31.50. It's sufficiently Thief-like for my preferences, stealth games are few and far between, this is one of only two games releasing in February I have any interest in, the price was right for all these things, the more recent previews have spoken to a higher level of design quality than earlier previews, etc. But I'll be damned if I cannot already see a number of things that I would love to change or am immediately concerned about.

I think, or at least hope, that's the big difference here. I now effectively own the game, but I want it to be better and think it could have done a lot more given the pedigree of the series and the improvements in both design and technology over the past decade. You and others seem to like this a lot more than others. That's honestly great. However, a seeming belief that the game is amazing or good enough and there shouldn't be any other comments about shortcomings or aspirations for a greater game is something I find particularly saddening. In my book, being blind to shortcomings or halting acknowledgment of them is a race to mediocrity.
Personal preference =/= quality =/= purchase.
Able to like flawed games; able to critique amazing games,
Ray

Eurogamer was the only preview that was consistently negative. Other previews pointed out a few nitpicks and potential concerns but were, as a whole, positive.

As for the issues you mentioned, a lot of it is premature or unfounded. Is Erin annoying? Possibly, though she "dies" in the tutorial mission so it's not like you have to deal with her for the entire game. Also, replacing a voice actor has nothing to do with writing or quality of cinematics. Strategy Informer said the new Garrett VA is surprisingly good. I've addressed the traversal concerns numerous times already. The original Thief games were never defined by emergent gameplay and the ability to manually jump didn't mean you could go wherever you wanted. Level designers still decided where you could and could not go, as is the case in the new game. People complain about the lack of manual jumping as a matter of principle more than anything else. Shitty graphics and performance on consoles is irrelevant to me, as I only care about the PC version. The removal of XP and QTEs will have little to no impact on the game, as they were not fundamental to the overall experience. You used to use XP to buy Focus upgrades, now you use Focus Points. QTEs only existed in a few cinematic moments and were not an actual gameplay mechanic.

Thief may very well end up being disappointing. However, I don't think there's enough evidence to prove that just yet. From the previews I've read, the consensus seems to be that the levels are mostly open-ended and gameplay faithful to the originals. Are there specific things that different people dislike? Sure. I personally dislike the amount of camera bobbing when you're sneaking or grabbing loot. I'd also prefer manual jumping, even if it wouldn't have any meaningful impact on the game. I'd also like to have no cinematics whatsoever and no cuts to a third-person camera. However, are any of these nitpicks significantly detrimental to the game? I'd say no. I will wait until the final game is released before passing judgment on the things that really matter (level design and AI).

Also, I'm fine with people criticizing games before release, as long as those criticisms are based on fact and logic. Unfortunately, the people declaring that the game will be a consolized piece of crap aren't doing that. They take the most minor of nitpicks and blow them out of proportion or they come to absurd conclusions based on faulty logic.

This comment was edited on Jan 26, 2014, 17:42.
 
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News Comments > Steam Top 10
29. Re: Steam Top 10 Jan 26, 2014, 17:07 Jerykk
 
Dev wrote on Jan 26, 2014, 13:21:
On a different topic, they FINALLY released the last hitman game, one of my favorites. Hitman contracts.

Anyone know how they finally did it? My understanding was that some music licensing was holding them back?

Yeah, the bar music in the Rotterdam level was apparently licensed and there was a dispute over that, which is why the game was removed from digital distribution. They've either renewed their license to the music or simply replaced the music entirely.

That said, the sheer number of Early Access games is leading me to rethink my position on them. There's definitely a greater element of buyer-beware than with a product sold as finished but if you're charging money for it, often near or at intended retail price, it should be playable enough to demonstrate the final product - an advanced beta at least (meaning an actual beta, as the word was used 10 years ago).

I don't really see how the quantity of Early Access games changes the fact that it's ultimately the consumer's choice as to whether or not they buy them. Early Access games are clearly labeled as unfinished and there are plenty of ways to get more information about them (reviews, forums, Youtube, etc).

If you're worried about Early Access games drawing the attention away from finished games, then I think the real issue is that the finished games are less interesting than the Early Access ones. If DayZ or Rust were finished, they'd still be topping the charts.

This comment was edited on Jan 26, 2014, 17:12.
 
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News Comments > Daylight Scare Video
7. Re: Daylight Scare Video Jan 26, 2014, 02:23 Jerykk
 
I think this will be the first survival horror game with procedurally generated levels. Should be interesting to see how effective that is.  
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News Comments > Thief Previews; Videos
21. Re: Thief Previews; Videos Jan 25, 2014, 19:40 Jerykk
 
Quboid wrote on Jan 25, 2014, 18:46:
A fail state is not a good way to handle being detected, or for knocking out an enemy IMHO. I want in-game consequences, a tough fight or a chase. I don't know what Thief has but if it is a choice between an easy fight with no further enemy reaction or a "Game Over" screen, then that's a problem.

The point of a stealth game is to avoid detection. If you're fighting enemies, you've already failed the primary goal of the game.

And if you really want a hard fight, you can ramp up the difficulty and disable Focus mode. You can also disable healing items, making the consequences of getting hit have meaning without being an automatic fail state. You can also just run away.

As with any stealth game, the experience is largely dictated by you. If you want a pure, unforgiving stealth experience, you can do that. If you want a stealth experience with some leeway for mistakes, you can do that too.
 
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News Comments > Thief Previews; Videos
19. Re: Thief Previews; Videos Jan 25, 2014, 16:32 Jerykk
 
This is better than I expected, given the garbage they were trying to sell us on (prior to trying to roll a lot of it back at the last moment,) but it's not what I was hoping for. Small, linear, missing atmosphere, limited exploration, minimalizing the punishment for being caught, making the search for loot mundane, scaling back the mystical elements, the jarring swoop for numerous actions, abundant cinematics of lackluster impact(meaning removing Russell was unwarranted,) a design focused around making core gameplay easier, light story, etc.

Eurogamer is the only outlet that thought the levels were small, linear and had limited exploration. The other previews said the exact opposite. As for atmosphere, story, cinematics, mystical elements, we don't have enough information to judge that. The mystical elements in the previous games weren't introduced until the later levels and this demo only included the first four levels.

As for the punishment for being caught, I will post this yet again: http://community.eidosmontreal.com/blogs/Stealing-Time-Episode-4?theme=thief

You can make the game as challenging as you like. You can turn off the UI. You can make items more expensive. You can make detection a fail state. You can make it impossible to kill or knockout enemies. You can disable Focus entirely. You can make taking damage a fail state. You can even turn on iron man mode, forcing you to restart the entire game if you ever get a fail state.
 
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News Comments > Thief Previews; Videos
13. Re: Thief Previews; Videos Jan 25, 2014, 01:33 Jerykk
 
I guess I've just come to accept that a game doesn't need to be a remake in order to be good. DX:HR was a great DX game, even if it didn't surpass the original in every way. I see the new Thief in the same way. While there are things I probably won't like, I'm not going to immediately dismiss the game just because it doesn't have manual jumping, especially when manual jumping didn't really lead to emergent gameplay in the previous games.

You say that PC games used to be better than they are today and in some respects, that's true. However, games (multiplatform or not) have improved in many ways since the 90's. Aside from presentation, AI has improved significantly. I'm 90% sure the AI in the new Thief will be better than the AI in the previous games. UI has improved as well (except for Bethesda's games), with modern UI generally being cleaner and more intuitive. Controls have generally improved as well. Play the latest Hitman and Splinter Cell games and then go back and play the originals. A world of difference. Level design varies, but modern games are just as capable of having open-ended levels as older games. Just look at Dishonored. Not all games are linear corridor shooters ala CoD.

The other issue I have with your opinions is that they rely on false correlations and faulty logic. The removal of manual jumping has nothing to do with consoles. Nothing. There are plenty of console games that have manual jumping. Ever played Mario or Tomb Raider or Prince of Persia? Conversely, there are plenty of PC games that don't have manual jumping. Ever played Rainbow Six, Operation Flashpoint or Ghost Recon?

The Thief experience was not defined by your ability to manually jump. It was never Mario or Prince of Persia or Tomb Raider or Deus Ex or Quake or UT. If we were talking about those games, your point would be perfectly valid. Alas, we are not. Mobility was a big part of Thief but if that same mobility can be achieved with the new traversal system, what's the problem? The real problem is that you are offended by automated traversal as a matter of principle, even if that automation has no significant impact on the overall gameplay experience. That's why your argument is weak.

BTW: I assume that people haven't clicked the link because they repeatedly say things that they wouldn't say if they had. For example, asking if the button prompts can be turned off or complaining that combat is too easy or that Focus mode is overpowered.
 
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News Comments > Thief Previews; Videos
9. Re: Thief Previews; Videos Jan 24, 2014, 22:56 Jerykk
 
I want to see gameplay with everything off. The constant "press x to xxxxx" prompts just isn't the kind of gameplay I'm interested in. I have 104+ keys and a bunch on my mouse. I want to assign keys to do specific things based on what the game physics will allow, and then figure out how to accomplish my objectives by being able to do anything I wish, anywhere. If you need to be prompted, or close enough to something so pressing a key will play some scripted action, well, then that isn't gaming, afaic. It's an interactive movie. It's limiting, and it's boring.

Oh brother. So, you basically don't play games anymore? Because every game has button prompts these days. And you do realize that the actions you perform are the same regardless of whether or not you see a prompt? If you press E to open a door or pick a lock or pickpocket someone, that action remains the same even when the prompt is never shown.

And yes, you can completely turn off the UI. Here's a link I've posted several times in various threads that apparently no one actually clicks: http://community.eidosmontreal.com/blogs/Stealing-Time-Episode-4?theme=thief
 
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News Comments > Resident Evil 4 SD & HD Comparison
13. Re: Resident Evil 4 SD & HD Comparison Jan 24, 2014, 12:28 Jerykk
 
nin wrote on Jan 24, 2014, 09:15:
No thanks, Capcom. If you're not removing GFMFWL from your various titles, I don't see why I should give you any more money.

Because this game doesn't use GFWL and Capcom hasn't used GFWL since Operation Raccoon City?

The most important question to me is whether this game supports mouse aim. They've already confirmed that there's no mouse support in the inventory screen. I need to know if there's mouse support when I'm looking around and aiming.
 
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News Comments > Middle-earth: Shadow of Mordor Trailer
14. Re: Middle-earth: Shadow of Mordor Trailer Jan 24, 2014, 01:12 Jerykk
 
I didn't have any problems with M/KB in the AC games. It's not like the controls are complex since most the gameplay consists of holding down a button and occasionally pressing a different one.  
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News Comments > Snow Trailer
3. Re: Snow Trailer Jan 24, 2014, 01:09 Jerykk
 
The game looks and feels much better in first-person, at least in the videos I've seen. Not sure if that was a hack or an official feature, though.  
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News Comments > The Elder Scrolls Online and Thief Each Rated "M"
31. Re: The Elder Scrolls Online and Thief Each Rated Jan 23, 2014, 12:35 Jerykk
 
Quinn wrote on Jan 23, 2014, 10:20:
Surprised to see ESO gets M. I can't remember any gore at all during combat, nor anythiing visceral that is actually needed at the basis of good melee combat -- there's no sense of impact AT ALL! I also didnt read any cuss words or really anything that would be as bad an influence to youngsters as to rate it M.

About THIEF... pfuh. I'm not a prude at all, but fuck me was I disgusted by the triple X porn scene in The Darkness 2. I assume it will be a similar scene in THIEF. It is SO FUCKING TELLING what kind of mindset the developers have that work on this game. They just want the game to be a complete hit among the masturbating 16 year olds -- you know, the group that makes sure consoles and COD are still on the market.

The brothel in Darkness 2 was supposed to be disgusting and depressing. It did a great job of conveying the general misery of the people working there. I don't think the brothel in THIEF will serve the same purpose. Instead, I think it will serve to show the excesses of the rich.
 
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News Comments > Thief System Requirements
84. Re: Thief System Requirements Jan 23, 2014, 04:40 Jerykk
 
I can't remember a game where I didn't know exactly where to go and what to do, either. What I couldn't know was how many routes there always were and were the secrets were. I tried to make a far jump to another rooftop, I quicksaved and loaded 4 times until I realized it was indeed impossible to get there. It's that kind of trial&error that made the games more fun and less on rails.

It's usually pretty obvious when you can't make a jump and a single attempt is enough to confirm any doubts. If Thief had more systems at work that affected variables like jump height and distance, then yes, there would be good reason to attempt jumps multiple times. The leg augmentation in DX increased your speed and jump height and could be upgraded multiple times, increasing these attributes further and creating more opportunities for emergent gameplay. But Thief's systems were never that complex.

Most importantly, there won't be any aimed and calculated jumps anymore.. like onto crates next to a guard from up high, knocking him down with a welltimed blackjack strike.

How often would you actually do that, though? And would it be more practical or useful than simply sneaking up behind him? Landing on the crates would generate a lot of noise and even if you knocked out your target, nearby guards might hear you. Also, we don't even know how the traversal system handles ledges or air control. The video establishes that you can walk off ledges but if you're holding down the traversal key, will you automatically jump like in AC? There are certainly questions left to be answered but it's silly to assume that the traversal system will be inherently restrictive and limited.

More mobility, maybe yeah. More cinematic too. Not an improvement per se. Like AC, it can get really fucking boring really quick.

Thankfully, Thief doesn't have nearly as much platforming as AC. In AC, you spend about 70% of the game running, jumping and climbing. In Thief, it's more like 20% traversal, 80% stealth.
 
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News Comments > Thief System Requirements
82. Re: Thief System Requirements Jan 22, 2014, 02:53 Jerykk
 
Unless you have an exact blueprint of a map, you don't know what the designers did or didn't intend.

When you play CoD, do you need a blueprint of the map? No, because the map is obviously linear. If you see any kind of barrier, you know you won't be able to pass it. When you see a clearly designated path surrounded by said barriers, you know that's the only path you can take. When a level is linear, it's extremely obvious 99.9% of the time. I don't think I've ever played a game where I didn't immediately realize how linear the levels were. When I played Thief, I never had any doubts as to where I could and couldn't go even though the levels were relatively open-ended. The game's systems weren't expansive or flexible enough to make me believe that I could potentially go anywhere.

The removal of manual jumping nails you to the ground like a magnet or train, and it'll give many of us exactly that sensation I think.

Sure, except when you're jumping, mantling, vaulting, etc. You act like the new traversal system removes all verticality from the game. That's not the case at all. Watch that video I linked to again. Note the various maneuvers the player performs. Note how he even hops onto and off of a wagon at one point. There's no real reason to jump onto the wagon but the traversal system allows it. From what I've seen, the traversal system looks to provide plenty of flexibility.

The removal of manual jumping nails you to the ground like a magnet or train, and it'll give many of us exactly that sensation I think.

I'm pretty sure what will actually happen is that players will recognize that the traversal system offers just as much utility as manual jumping. As they're running across rooftops, pulling themselves up ledges and vaulting over obstacles, they might even feel a greater sense of mobility than the previous games provided.
 
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News Comments > Thief System Requirements
80. Re: Thief System Requirements Jan 21, 2014, 23:28 Jerykk
 
If you know that what you're doing is random and pointless, there's no illusion. You don't feel like you're outsmarting the developers because you know you're just doing something random and pointless. Emergent gameplay needs to serve a purpose. You need to actually be solving a problem that the designers put forward. That's when you feel like you outsmarted the designers.

Manual jumping in DX was important because it allowed you to create emergent gameplay that solved problems. Manual jumping in Thief? Not so much. The levels were never as open-ended as the ones in DX and there were far fewer systems that could interact in emergent ways. You say that manual jumping makes it so much harder to tell what the designers intended for you to do but that's not true at all. CoD has manual jumping and it's always blatantly obvious what the designers want you to do. When it comes to creating the illusion of freedom and player agency, level design is exponentially more significant than manual jumping and the levels I've seen in the new Thief look pretty open-ended.
 
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