Thief ditches XP levelling system
Fan feedback has succeeded in scrapping the XP system from Eidos Montreal's new Thief...
The new instalment of Thief is looking very promising, and Garrett's return to our screens is hopefully going to build upon the series' classic stealth gameplay without upsetting the apple cart too much.
As with any reboot, remake or sequel, veterans of the series have mixed feelings about the new release, fearing that a modern title will lose much of the series' essence in favour of technical enhancement and conventional gaming tropes. As a huge fan of the series, I can certainly understand this concern, but these worries may be for nothing, as Eidos is clearly on the ball when it comes to fan feedback.
One of the new features that's caused concern for fans is the XP levelling system. This system was in place to allow Garrett to earn experience, which could be used to level up his skill and abilities. As some fans pointed out, this kind of levelling doesn't fit with Thief, a game that, at it's core, allows people to play as they like. If you get experience from killing foes, though, how are stealthy players supposed to fare? Even if points are awarded for being stealthy, how can such an open game be balanced properly when it comes to character progression? Having XP rewards always places pressure on players to follow the rules and perform certain actions just to gain XP, instead of experimenting, potentially missing an XP hike in the process. Needless to say, it wasn't welcome.
Well, Eidos has listened, and the XP system of Thief has now been scrapped, and replaced with a more currency-focused levelling system. Instead of earning XP for actions, Garrett will use money to purchase items and elements to level up. This will place the emphasis purely on stealing and acquiring wealth. This is far more fitting, both with the game's structure and theme, and it makes more sense, solidifying player freedom and experimentation.
Eidos confined these changes in a Q&A on the community site, "We wanted to put emphasis on stealing things, and put the rewards on the stealing aspect. We want to allow the player to decide the 'how to' - we shouldn't judge how the player wants to achieve their goal, only reward them for achieving it.
"The goal is to use gold to buy elements to progress, to encourage the player to steal," said Game Director, Nic Cantin. "The player will be able to choose how to spend money, for more stealthy or more aggressive tools."
This is a good thing, and it's certainly great too see Eidos embrace fan feedback for the upcoming release in such a constructive manner. Take a look at the Q&A for yourself via the link below.
Thief will be released on February 25 2014 in the US, and February 28 in Europe for Xbox 360, PlayStation 3, Xbox One, PlayStation 4 and PC.
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