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Engine Features

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MidMission Cutscenes

Explanation:

Add mid mission cutscenes. Could either be used aka Deus-Ex when conversing with someone, or to indicate the result of pulling a lever.

Points to bear in mind:

Good PointProvides another level of interactivity. By showing a cutscene you can relate more to the player.

Good PointYou can control whether the player sees the cutscene or not - unlike conversations - so as a designer you can more sure that the player has seen it.

Bad PointLooses that sense of a voyeurism and acheivement the player has by hiding and watching the same sequence.

Bad PointInterrupts play.

Good PointWill more than likely make the player feel like he or she is on a mission & they have to finish the job rather than being immersed in their own fantasy world & taking their time.

Bad PointI meant to use a Bad Point icon, not a Good Point. Whoops.

Date Last Update: 12/6/1981

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Current Rating: 1.55Number Of Votes: 11

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