How is this Garrett different from the Garrett of past Thief games? Did his design undergo any major alterations during the design process?
Stephane Roy: We always loved the Master Thief archetype that was present in the earlier games, and so we took the construct of the Garrett personality and built a new version of him from there. Even though he’s not the same character from existing titles, you’ll quickly recognize signature traits; internalized, dry, sarcastic, clever, selfish, and so on. He’s the master of everything that he does… except when it comes to relationships with other people. Seeing how such a fiercely private and independent spirit deals with issues like that is quite compelling.
How has the actual play of Thief changed? How has it stayed the same? Has the team learned anything – positive or negative – from other modern stealth games?
Stephane Roy: The core of the stealth in Thief remained the same, as it is primarily a game about light and shadow. The game evolved around that aspect, in how we improved the AI, the navigation, the readability, and the structure of the game.
We also took time to look what the other games were doing to make sure that we would make the best Thief game. We looked at how they were introducing their mechanics, how they were making the stealth aspect more accessible, and it helped us to find the right balance.
But we didn’t only look at stealth games. For the body awareness in a first-person game, we saw what DICE achieved in Mirror’s Edge and the latest Battlefield, and it was something we knew would add a lot to the immersion of Thief.
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