• Game Data
• News Archive
• Contact Us
• Archive 1
• Archive 2
• Concept Artwork
• Other Images
Safe, but Not Secure
Lord Todd: CoSaS (Circle of Stone and Shadow) Lead
Sir Avalon: T2X: Shadows of the Metal Age Lead
When the maids were safely out of distance, we darted towards the study. Not knowing exactly where the safe was located, we started scouring the room for any secret levers and such. Ebie found a book that didn't look quite right. He tampered with it, and presto, the book case opened up like a door, revealing the location of the safe. Now it was time to open this baby, and wrap up this journey.
BackDoor: Go ahead Ebie, open it up.
BackDoor: Nah, you go ahead.
BackDoor: I want you to do the honors.
BackDoor: Ebie. My buddy, my pal. I want you to be the one who opens this last road block in our journey to bring the community the information they've longed for.
BackDoor: O.k., we're getting nowhere with this. You know as well as I do that the reason we want each other to open it up, is because of the possibility of it being booby trapped.
BackDoor: Yeah, well, it wasn't like you weren't willing to do the same.
BackDoor: Look, I'll open it.
BackDoor: Gee, thanks.
I open up the safe, thankfully it wasn't booby trapped, and I pull out a scroll that had a red ribbon tied around it. I open it up, and was amazed at the information within it. This was it. This was the final chapter in our long journey to gather all the information on the two projects. I hand it over to Ebie, and he starts to read:
We all know that the hardest game play issue to tackle is 'Immersion'. Looking Glass Studios did an outstanding job immersing the player with the Thief series, Irrational Games in conjunction with LGS gave us System Shock 2, and Ion Storm Austin has proven that they too can immerse the player with their award winning Deus Ex. Both teams have an incredible reputation to live up to when it comes to immersing the player. How did your team tackle the issue of 'Immersion'?
Sir Avalon: Our project consists of four teams: Plot, Missions, Graphics and Sound. For the initial three months of the project, the Plot team was setting down the core concepts of the Plot, with input from the future mission designers on what could be done on a mission-to-mission basis. From that time, to even now, Plot has been filling in details alongside Missions, creating extensive sub-plots and backgrounds so that one can truly feel the story flowing around them as they play through the campaign. Immersion has been the focus of many Plot/Mission discussions within the team, so much so that we have come to the belief that if they can't create an immersive environment, nobody can.
Thief 3 is being developed at Ion Storm Austin with a very talented and professional core team. Some of them are newcomers to the Thief universe, while others are veterans to this classical world. What would you like to tell them to inspire them and motivate them to release a Thief 3 editor that would keep the Thief community thriving for years to come? Would you do another project based off said editor? Would that project encompass the same capacity that your present project has?
Sir Avalon: There is very little doubt that the Thief series would not have lasted this long had it not been for the release of DromEd, the Thief editor. The System Shock II fan base has recently been revitalized due to the release of its version of the Dark Engine editor. Game editors available to the public allow for the fans to design and create their own additions to the game that tide their fellow fans over until a sequel or other work of art is released. This ensures that the fans will be there, waiting to buy the developers' next hit. It's good for the fans and it's good for the wallet. What more could you ask for, eh? As for the other two questions… Well, I would obviously do a 'mod' of my own using that editor. But it would really depend whether the rest of the team is willing before we'd look into developing another project of this enormity with it. But the answer would most likely be "no," for numerous reasons.
What was the projected release date of your project when it first began? Has the release date changed? If so, when is it currently slated for release? Last but definitely not least, how will your final product be distributed to the community?
Sir Avalon: When the project first began we were looking at a Summer/Fall 2001 release date. As things have advanced, we have taken a decided "It'll be done when it's done" tone, but rest assured, we have not been delayed, though we cannot give an exact date when we'll be done. As for method of distribution, T2x currently has plans for shipping out CDs (free of all charge minus Shipping fees), as well as downloads. We strongly advise that people take the CD, unless you're confident that your connection can take 500 megs (or more!).
The Master Keeper, pleased with the information we had gatherd, gives each of us a glass of ale and a cigar for a job well done. Ol'Ebie and I are living the high-life, at least for now.
We, the staff of DeusEx-Machina, thank both Leads for answering all the questions and appreciate them having a great sense of humor. We also thank the community for their continued support, and truely hope you all have enjoyed this column.
Travel to: Go Back / DEx-m.com (home) / TTLG