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Old 05-18-2012, 07:00 PM
LLLookAtYouHacker LLLookAtYouHacker is offline
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Join Date: May 2012
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Default Level Navigation Systems.

Condescending directional elements that aid players have (in my mind) become infuriatingly common in video games on an ever-increasing basis.

Examples include the levitating arrow, the "sensing" ability e.t.c...

Thief: The Dark Project was initially for me a game about mere thievery. It then periodically evolved into a game about navigation, memorization and logical scrutiny of intricately designed, sprawling environments.

Just knowing after hours of overhearing audibly distorted conversations with guards, gathering vague snippets of information and aimlessly exploring a sprawling labyrinth (that I had completed a mission without any directional elements), would be utterly invigorating.

Dare I say it, I would at times wish the map and compass didn't even exist!

The one thing I'm sincerely concerned about is that Thief 4 will have an unalterable, directional gameplay system that indicates where your next objective is set.

I would admire a mode system that determined the players directional equipment. For example.

Novice = A map and directional arrow system.

Traditional = A map and compass.

Explorer = A compass.

Hardcore = The clothes on your back.

Just a random guy with a random if not verbose and pretentiously illustrated suggestion (< like that). It would be a pleasure to hear what you think. Thank you taffers

Last edited by LLLookAtYouHacker; 05-18-2012 at 07:01 PM. Reason: Word alteration.
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