Thursday, July 16, 2015

'Thief' in Context

            The Thief series was not designed in a vacuum. Its design ideas came from other lines of gaming, and it was built partially out of ideas Looking Glass Studios had put into practice prior to making Thief. Since the first two Thief games’ releases, a few notable games have imitated its design in some respect.

            Let's take a look at the games that had design elements that Thief picked up and continued. Looking Glass Studios, or Looking Glass Technology as they were called when initially founded, operated on a vision to make games that emphasized exploring immersive worlds. The company’s founder, Paul Neurath, had been inspired by the 1987 release Dungeon Master. This was a computer role-playing game set in the first-person perspective. While not the first of its kind, it was the most visually advanced of its kind, and the immersive experience inspired Neurath.

            Looking Glass Studios’ first title was Ultima Underworld, a game based on the first-person computer role-playing game design of Dungeon Master. The game, released in 1992, had incredibly advanced graphics for its time. The gameworld was a large, underground labyrinth to explore, and while it did not have the accessible gameplay that Thief would have, its role-playing gameplay was simpler than that of most of the CRPGs of the 80s.

            Looking Glass Studios followed Ultima Underworld with a sequel, and soon after created System Shock (1994). System Shock was a stepping stone more towards Thief’s style of design, as it shook off most of the CRPG elements Underworld had had, and was much more of an ‘immersive simulation’ like Thief. System Shock, like Ultima Underworld, was a masterpiece in its own right.

            Looking Glass made several other games, but these are their most well-known, along with Thief, and are the design steps the company took towards Thief. I don’t mean at all to give short shrift to their other games—do look those up. But for the purposes of this brief post, Ultima Underworld and System Shock were Thief’s most direct spiritual predecessors.

            Since Thief, a few notable games have imitated some of its design elements. There was Looking Glass’ own, co-developed with Irrational Games, System Shock 2 (1999), an excellent game that contained non-linear exploration and narrative caches. In its case, the narrative caches were PDA audio logs rather than journals and books.

            Irrational Games, without Looking Glass as co-developer now, followed System Shock 2 with Bioshock (2007). Though much more streamlined and more first-person shooter than anything else, Bioshock featured a highly immersive environment and audio logs that served as narrative caches.

            In 2012, Arkane Studios released Dishonored, a title which, the developers themselves admitting, was influenced partly by Thief. Playing it took me back to Thief quite a lot. It’s a first-person stealth game, and while it doesn’t have the complex level design of Thief, it’s still pretty good, and features mumbling guards to boot.

            I would be remiss not to mention Deus Ex. It was released in 2000, and allowed the player many gameplay styles to adopt, one of them being stealth. It was made by Ion Storm, which included some former Looking Glass devs, and would be the company that made Thief III.

            There are also some indie games that imitate Thief’s design, made by fans of the game, no doubt: see Neon Struct and Tangiers.

            So the design of Thief came from games before it that it built on and borrowed from, and it continued to be emulated in games since its release. It’s a great tradition—I only wish there were more games like it.

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