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Engine Features

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Consequence Cutscenes

Explanation:

After the level is completed, give the player some feedback on what they did in the level. For example, Ramirez's irritation when he discovered that his valuables were stolen by the man he wanted to kill.

Points to bear in mind:

Good PointIncreases the level of satisfaction.

Bad PointInterrupts play, once the player has done a job shouldn't be forced to hear about it again.

Bad PointIncreases the amount of non-vital fmv work to be done.

Possible AlternativeDoesn't have to be a cutscene, could be just that AI in later levels could comment about it, expanding on what occurred with Thief 2.

Possible AlternativePerhaps certain strange paths could be hardcoded, and a specialised response triggered if recognised. For example, if the player decides to place all his unconcious bodies in one room, he is branded a mad man in a later level.

Date Last Update: 12/6/1981

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Current Rating: 2.72Number Of Votes: 9

Ability to Barricade/Block Doors
Add Randomness
Allow the Player to make Booby Traps
Animated Faces
Better Object Interaction with Elements
Better Situational Awareness
Blood Trails
Cloth Dynamics for Cloaks
Consequence Cutscenes
Eyes have to Adjust
Filament System
Friction
Head Bobbing Optional
Improved Outdoor Environment
Improved Water
In Game Death Scenes
Keep the Visual Look
Leave Footprints in Snow and Gravel
Make Breath Visible
Make Moss Spreading Natural
Make Thief cross-platform!
MidMission Cutscenes
More Brutal
More Realistic / Randomised Physics
More Realistic Attitude To The Dead
Moving Spotlights
No More Obsession With Circles
Round Terrain
Runtime Shadows
See Player ''s Body
Terrain Damage
Torches can be Picked Up
Volumetric Lighting
Volumetric Smoke/Fog