This is a the worst interview Eidos has done about this game. I don't know where to start. So I'll start at the beginning.
That's really hard to answer, but I think one of the biggest lessons that we learned from [Invisible War] is not to dilute the experience -- not to change it in strange and weird ways, and try to melt everything into one big pot.
Uh yeah because constantly switching between 1st and 3rd person is not strange or weird at all. Mhmm. But you know, at least HR isn't 'one big pot'. Whatever that means.
On third person:
One of the big reasons for this is, Adam Jensen looks cool; we wanted to show the character.
Right yes, well done Eidos. Forget gameplay considerations, it's more important to show off your character design because all the cool kids like their sword arms.
In the original game, you have J.C. Denton, for example, and you only see him in a few dialogue [sequences]. He's just standing there doing nothing.
Yep, what a forgettable character JC Denton was. It's not like he's a cult favourite game character or anything is it? No, no one remembers him. Maybe if he had sword arms! Of course.
We realized that [the third-person view] is a really good tool to situate a player. Sometimes, you go into a room, but you're not exactly sure of the dimensions and such. It's kind of confusing
Attention every 1st person game made in the last 20 years: Eidos says you are too confusing. You can't tell the dimensions of a room in 1st person, so that's why 3rd person is necessary. Got that, every 1st person game ever made? Good.
On unskippable must-kill boss fights:
I can't really answer that question, because I'd be giving away a few plot points. But basically, it's story-driven. That's the kind of thing that we can't really let the player decide, because then the story would just stop. It's hard to answer, because of the story.
Yes of course, all design principles can be thrown at the window in service of the crappy story. Story comes first, forget gameplay.
On no shadow stealth play:
No, you don't. That was a sort of early decision -- partially because it's not very realistic, to be honest.
Exactly. Hear that Thief? Hear that Splinter Cell? Hear that Riddick? You're not realistic. Eidos knows how to fix you though.
We don't have [the previous games'] weird shadow system.
Let's reflect on this for a moment. A designer at the studio which is currently making Thief 4 just called light-based stealth systems 'weird'. Good grief.
And if their problem is that there wasn't enough feedback in DX1's stealth and the simpletons couldn't figure it out (which is the other excuse they've used), they could have just added a light meter. They have so many other HUD indicators that another one wouldn't have mattered. Maybe that was just too much trouble to go to.