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Game Museum: Thief 1998

BingMag.com <b>Game</b> <b>Museum:</b> <b>Thief</b> 1998

The great and influential games of 1998 are so many that it takes a long time to count them, let alone name them and talk about them. Let's talk one by one. Metal Gear Solid, Fallout, and StarCraft or Huff-Life are just a few of the 1998 games. The 1998 games have turned out so well that it is not bad to go to the Game makers during a long and thorough research and ask about their current situation. One after another, different styles came to fruition in 1998. In the same year, Metal Gear Solid introduced third-party stealth, the stealth commando turned the turn strategy, and the name "Thief" was tied to first-person stealth.

In the 1990s, following the game's amazing success Doom, a large number of companies turned to first-person action. The creators of Thief take a completely different path instead of trying to follow in the footsteps of Quick and Second. The focus of Thief is not campaigns or action. What the Game wants from its audience, unlike other first-person actions, is not the skill of playing, but the Game challenges the audience's intelligence.

BingMag.com <b>Game</b> <b>Museum:</b> <b>Thief</b> 1998

Metal Gear Solid and Commando, while made from the best stealth games, to solve the challenges and overcome the obstacles they have designed, they clearly put several ways in front of the player to finally make him one. Discover and complete the stage. Thief creators, on the other hand, have designed a complete world with their own set of rules; The world that puts it in front of the player sets one or two goals for him and then tells him to do it in any way he likes.

When Thief was released, many games They did not have such a structure; So that after the release of this Game and its sequels, the first person actions of this genre found their own name and became known as Immersive Simulator.

BingMag.com <b>Game</b> <b>Museum:</b> <b>Thief</b> 1998

The creators of Thief basically created a real world for their game; A world in which human physics and artificial intelligence behaved in the most realistic way possible. Today's Game engines easily allow us to have fully live lighting in games; That is, we turn various light sources on and off at the moment, and we increase and decrease, and we expect the environment to show a real behavior towards these changes. Nineteenth-century games that none, even just ten years ago, did not have such capabilities found in many games. However, Thief did the same in 1998. Players could turn off all the game's light sources to hide in the environment, and the Game environment reacted beautifully to the change of light sources.

In fact, all parts of the Thief and its gameplay, based on this The real rules of the Game world were built. Players had the ability to influence everything in the game. The item you expect will catch fire, light up in the game, illuminate the environment, and be more visible, and so on.

Such rules and good Game physics, along with the amazing artificial intelligence of its enemies. They find meaning. The AI of the game's enemies was so well designed that it was impossible not to react to a change in the environment. For example, the movement path of the game's enemies was affected by the environment and you could not expect the enemies to always move in a certain direction.

BingMag.com <b>Game</b> <b>Museum:</b> <b>Thief</b> 1998

The basic Thief engine at the time fully supported motion capture animations, and the game's creators used motion capture for all Game animations. Even weird, dinosaur-like creatures were captured in motion, which led to a number of laughter scenes. It seems a bit strange to see very real animations, while the characters themselves are made up of polygons.

We do not hear the true story in the game, and the main character of the Game has nothing to present. However, the gameplay of Thief has turned out so well that we should never ignore its impact on the games after us. Playing Thief may not be fun today, but as a reminder and tribute, we find an old version of it and struggle for an hour or two with its various mechanics.

BingMag.com <b>Game</b> <b>Museum:</b> <b>Thief</b> 1998

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