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		<title>thief</title>
		<link>http://malvasiabianca.org/archives/2009/11/thief/</link>
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		<pubDate>Wed, 04 Nov 2009 06:33:44 +0000</pubDate>
		<dc:creator>David Carlton</dc:creator>
				<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://malvasiabianca.org/?p=2458</guid>
		<description><![CDATA[I was excited that the Vintage Game Club chose Thief as its eighth game. I&#8217;ve never had a very good relation with stealth games (or stealth segments/aspects of non-stealth games); but I&#8217;ve heard enough good about Thief (especially from Justin Keverne) to make me cautiously optimistic that I&#8217;d like the genre more when I saw [...]]]></description>
			<content:encoded><![CDATA[<p>I was excited that the Vintage Game Club chose <a href="http://www.bactrian.org/~carlton/dbcdb/1309/"><cite>Thief</cite></a> as <a href="http://brainygamer.websitetoolbox.com/?forum=150658">its eighth game</a>.  I&#8217;ve never had a very good relation with stealth games (or stealth segments/aspects of non-stealth games); but I&#8217;ve heard enough good about <cite>Thief</cite> (especially from Justin Keverne) to make me cautiously optimistic that I&#8217;d like the genre more when I saw it done right.</p>
<p>Which didn&#8217;t work out so well at first: aside from my running into slightly more hardware issues with it than with other PC games we&#8217;ve played, I found myself spending most of the first couple of levels alternating between waiting, getting caught, and reloading.  I didn&#8217;t feel a huge sense of accomplishment when making it past obstacles, either, and combining this with my worries about ever using limited inventory meant that I wasn&#8217;t having much fun.</p>
<p>One advantage of the VGC, however, is that it&#8217;s taught me something about my own play styles.  And my early <cite>Thief</cite> problems reminded my of my early <a href="http://www.bactrian.org/~carlton/dbcdb/1101/"><cite>Deus Ex</cite></a> experiences.  In that game, I <a href="http://malvasiabianca.org/archives/2008/09/deus-ex-one-week-in/">started out</a> frustrated by stealth and by inventory restrictions; as the latter eased, though, I found myself more confident with the range of options at my disposal, and rather enjoyed most of the game.  So, combining those memories with other&#8217;s claims that the proper way to play to play <cite>Thief</cite> is to figure out how to actively manipulate your environment, I decided to try to consciously expand my search for options when dealing with obstacles and to be more generous with the tools in my inventory.</p>
<p>Which I dutifully tried to do for the next couple of levels.  And, indeed, I enjoyed them more, but not for that reason: I would be proud of myself for using a water arrow to put out a light in an upcoming intersection, but then when I went through it a guard turned out not to be anywhere nearby!  Instead, I just had an easier time parsing the levels and knocking out guards.</p>
<p>And then I hit the Thieves&#8217; Guild, the first of the <cite>Thief Gold</cite> levels.  The first section or two was okay, but then I found myself going in circles for ages on end; that was partly my fault, but not entirely, and when I got past that, the game gave me hints that there was quite a bit left to do in the level.  I took a break for dinner; after dinner, I asked myself, &#8220;is this really what I most want to be doing right now?&#8221;  And the answer came back that, no, I&#8217;d rather spend my time <a href="http://www.bactrian.org/~carlton/dbcdb/1295/">elsewhere</a>.</p>
<p>So I stopped.  And I&#8217;m glad I did: judging from the discussion in the VGC forums, I would have found the rest of the level quite frustrating, and I&#8217;m confident that I put enough effort into the game as a whole that it wasn&#8217;t about to magically click for me.  (Plus, this frees up time that I can use to <a href="http://malvasiabianca.org/archives/2009/10/monads-anyone/">learn Haskell</a>.)</p>
<p>I&#8217;m not going to say <cite>Thief</cite> is a bad game or anything; but its style unfortunately ran into several of my personal mental quirks.  (Most notably, when given a choice between paralysis and imperfection, I have a bad habit of choosing the former; this game lets me do that in more than one way.)  And there are some unfortunate misfits between it and my living situation: the amount of time that I can spend playing video games is fairly limited, and when I play PC games, I have to isolate myself in a room away from my family and play them in a VirtualBox installation that has both sound and control quirks.  Also, if there&#8217;s anything I&#8217;ve learned from the VGC, it&#8217;s that even quite good games from the 90&#8242;s made design choices that are more than capable of turning away video game devotees a decade later.</p>
<p>I do wish my experiences had led to a better appreciation of the stealth genre, though.  (Or, alternatively, a more cogent understanding of the flaws of the genre.)  And it makes me sad to have not seen a VGC game through the end, though I suppose that had to come eventually.</p>
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