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''Thief: The Dark Project'' is a 1998 first-person stealth
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
developed by
Looking Glass Studios Looking Glass Studios, Inc. (formerly Blue Sky Productions and LookingGlass Technologies, Inc.) was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Produ ...
and published by Eidos Interactive. Set in a medieval
gaslamp fantasy Gaslamp fantasy (also known as gaslight fantasy or gaslight romance) is a subgenre of both fantasy and historical fiction. Generally speaking, this particular realm of fantasy employs either a Victorian or Edwardian setting (i.e. a between th ...
metropolis called the City, players take on the role of Garrett, a master thief trained by a secret society who, while carrying out a series of robberies, becomes embroiled in a complex plot that ultimately sees him attempting to prevent a great power from unleashing chaos on the world. ''Thief'' was the first PC stealth game to use light and sound as
game mechanics In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-sha ...
, and combined complex
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
with simulation systems to allow for
emergent gameplay Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing too ...
. The game is notable for its use of first-person perspective for non-confrontational gameplay, which challenged the
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
market and led the developers to call it a "first-person sneaker", while it also had influences in later stealth games such as ''
Tom Clancy's Splinter Cell ''Tom Clancy's Splinter Cell'' is a series of stealth action-adventure video games, the first of which was released in 2002, and their tie-in novels that were endorsed by Tom Clancy. The series follows Sam Fisher, a highly trained agent of a ...
'' and ''
Hitman Contract killing is a form of murder or assassination in which one party hires another party to kill a targeted person or persons. It involves an illegal agreement which includes some form of payment, monetary or otherwise. Either party may ...
''. The game received critical acclaim and has been placed on numerous hall-of-fame lists, achieving sales of half a million units by 2000, making it Looking Glass' most commercially successful game. It is regarded as one of the
greatest video games of all time This is a list of video games that multiple reputable video game journalists or magazines have considered to be among the best of all time. The games listed here are included on at least six separate "best/greatest of all time" lists from differ ...
and helped popularize the stealth genre. ''Thief'' was followed by an expanded edition entitled ''Thief Gold'' (1999) which modified certain missions and included a few brand new levels, two sequels: '' Thief II: The Metal Age'' (2000), and '' Thief: Deadly Shadows'' (2004), as well as a reboot of the series, ''
Thief Theft is the act of taking another person's property or services without that person's permission or consent with the intent to deprive the rightful owner of it. The word ''theft'' is also used as a synonym or informal shorthand term for some ...
'' (2014). ''Thief'' was one of two games in the series that Looking Glass worked on before it was forced to close.


Gameplay

''Thief'' takes place from a first-person perspective in a 3D environment, with the game's story taking place over a series of missions, in which the player character is able to perform various actions such as leaning, crouching, swimming, climbing, running and fighting, amongst other abilities. Levels are largely unscripted and maze-like, and allow for
emergent gameplay Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing too ...
; while non-player characters (NPCs) may either remain stationary or walk about on a patrol route, players have the freedom to choose how to get around them and the obstacles in a level's environments in order to complete specific tasks, such as getting through a locked door. In each level, the player is given a set of objectives to complete, such as stealing a specific object, which they must complete in order to progress to the next level. The player can choose to play on one of three difficulty settings before starting a level, which they can change between missions, with higher difficulties adding additional objectives such as not killing human NPCs or stealing a certain amount of loot from the amount available in a level, changing the amount of health the player character has, and changing how sensitive an NPC is to their environment. In some missions, players may find objectives being changed or new ones being added, due to certain circumstances they encounter, while failing a key objective or dying will fail a level, forcing a player to either replay it or load up a previous save. As the game's emphasis is on stealth, players are encouraged to focus on concealment, evasion, distraction, misdirection, and subtle takedowns, rather than on outright confrontation; the player's character can engage in sword-based combat when the need arises, and can perform three different attacks as well as parrying, but has limited proficiency and damage resistance in such circumstances. To do so, players must remain aware of their surroundings. To assist them in remaining hidden, a special meter on the
heads-up display A head-up display, or heads-up display, also known as a HUD (), is any transparent display that presents data without requiring users to look away from their usual viewpoints. The origin of the name stems from a pilot being able to view informa ...
(HUD), in the form of a gem, helps to indicates the player's visibility to NPCs; the brighter it is, the more easily they can be visually detected, thus sticking to dark, shady spots where the gem dims ensures the player is hidden, though NPCs can still find them if they get too close in front of them. To remain quiet, players must be careful of how much noise they produce, as well as what surfaces they are moving over; walking on soft surfaces like carpets and grass is preferable as footsteps remain quiet, compared to walking over metal floors and ceramic tiles, which produce a lot of noise. NPCs also produce noise, from whistling or walking about, for example, which can help players determine how far they are to their own position. Noise can be used by the player to mislead or distract NPCs, such as throwing an object to lure them elsewhere. The game's NPCs feature
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
(AI) systems that detect unscripted visual and aural cues. If an NPC sees or hears something out of place, they will react to it, depending on the level of its suspicions; if for a brief second, they will simply ignore it, but if for long enough, they will become alert to their surroundings and begin searching the area. NPCs will react to things such as clashing swords or the reaction in other NPCs' voices, as well as to visual changes to their environment, such as blood stains, opened doors and fallen bodies; players can avoid leaving visual clues by cleaning them up, such as hiding bodies. NPCs are divided between three categories"guards", "servants", and "non-human"whose reactions vary; guards will call out an alert if they spot the player and attack them; servants will run for help if they spot the player or a body; non-human NPCs will merely pursue and attack the player. If a guard is significantly injured, he will try to escape and find help; some non-human NPCs will merely flee. Non-human characters range from giant spiders and feral creatures to
zombie A zombie ( Haitian French: , ht, zonbi) is a mythological undead corporeal revenant created through the reanimation of a corpse. Zombies are most commonly found in horror and fantasy genre works. The term comes from Haitian folklore, in w ...
s and ghosts, with certain levels containing
survival horror Survival horror is a subgenre of survival of the players as the game tries to frighten them with either horror graphics or scary ambience. Although combat can be part of the gameplay, the player is made to feel less in control than in typical ac ...
elements. To assist them on each level, the player character carries with them a few pieces of equipmenta blackjack, which can incapacitate humanoid NPCs; a sword, which can kill NPCs; and a bow, which can be used for ranged combat as well as a tool. Players can use a variety of arrows with their bow, each varying in properties; for example, "water arrows" can be used to douse torches and any other source of fire as well as clean up blood stains, "rope arrows" can attach a climbable rope to wooden surfaces, "moss arrows" can cover an area with moss that muffles footsteps and "fire arrows" can relight torches and do considerable damage to NPCs. Other tools are also available, including lockpicks, "flashbombs" (which can stun NPCs for a brief few moments), and potions. The player can cycle through the inventories for weapons/arrows and tools through the HUD. In addition, players can purchase additional arrows and tools between levels with the loot they have acquired (both loot and remaining items do not roll over between missions, encouraging their immediate use) and find additional items during a level. Players can also find books and scrolls that can contain information on in-game lore or useful clues to get around an obstacle in a level, as well as food that can be eaten and keys that can unlock doors and containers.


Plot


Setting

''Thief'' takes place in a metropolis called "the City", which has been noted to contain elements of the
Middle Ages In the history of Europe, the Middle Ages or medieval period lasted approximately from the late 5th to the late 15th centuries, similar to the post-classical period of global history. It began with the fall of the Western Roman Empire ...
-like dark fantasy and the
Industrial Revolution The Industrial Revolution was the transition to new manufacturing processes in Great Britain, continental Europe, and the United States, that occurred during the period from around 1760 to about 1820–1840. This transition included going f ...
. Project director Greg LoPiccolo said in an early preview: "In essence .. it'sthis undefined medieval age, sort of medieval uropemeets ''
Brazil Brazil ( pt, Brasil; ), officially the Federative Republic of Brazil (Portuguese: ), is the largest country in both South America and Latin America. At and with over 217 million people, Brazil is the world's fifth-largest country by area ...
'' meets '' City of Lost Children''. There's some electricity, some magic, and some 19th century machinery kind of stuff." The setting has been described as steampunk, a fantastical setting where steam engine technology is prominently used. It has also been argued that ''Thief'' is one of the earliest examples of the New Weird genre. During levels, the player may learn about the setting by finding notes and overhearing conversations; it has been noted that the player participates in the revelation of ''Thiefs setting. The City contains three factions: the Keepers, and two opposing religious orders known as the Pagans and the Order of the Hammer, or "Hammerites". The latter two have been cited as representations of chaos and order, respectively; the neutral, secretive Keepers strive to maintain balance within the City. The Hammerites worship a deity called "The Builder", and believe in progress, craftsmanship and righteousness; the Pagans, who have been described as "primitive, almost animalistic", worship the dangerous "Trickster" god and value the natural world. It has been assessed that the design of each group's architecture reflects their beliefs.


Story

The game's prologue sees Garrett, the protagonist, describing his youth as a homeless orphan on the City's streets. He is caught while attempting to
pickpocket Pickpocketing is a form of larceny that involves the stealing of money or other valuables from the person or a victim's pocket without them noticing the theft at the time. It may involve considerable dexterity and a knack for misdirection. A th ...
a suspicious man who reveals himself to be a Keeper named Artemus. Impressed by Garrett's ability to see him, he offers Garrett the chance to join his order. Garrett accepts, but later leaves the order to pursue a life of thievery. Years later, Garrett works as a thief, and is under pressure to join a crime ring. As punishment for his failure to pay a protection fee, he is targeted for assassination by the crime lord Ramirez. Garrett evades the assassins, and robs Ramirez's mansion in retaliation. Following this, he is approached by a woman named Viktoria—the representative of an anonymous client who was impressed by Garrett's theft from Ramirez. He is contracted to steal a sword from Constantine, an eccentric nobleman who recently arrived in the City. After Garrett completes the mission, Viktoria takes him to Constantine, who explains that he hired Garrett to steal his own sword as a test. Constantine offers him a fortune to steal The Eye—a gem kept within a sealed and deserted Hammerite cathedral. To reach the cathedral, Garrett ventures through Old Quarter, a haunted, abandoned district of the City. Through an opening in the cathedral, The Eye informs Garrett of a nearby Keeper sanctuary, where he may learn how to unseal the cathedral. There, Garrett discovers that the cathedral was sealed to prevent the City's destruction by the Trickster. He learns that there are four talismans needed to remove the seal: two hidden in ancient ruins beneath the City, and two inside a Hammerite temple (in ''Thief Gold'', one talisman is in possession of the mages and another was found at an opera house after it was taken from the caves below, while the other two are in the Lost City and the Hammerite Temple as in the original game). Garrett recovers the talismans and returns to the cathedral. After unsealing the cathedral, he learns that its inhabitants had been killed and made
undead The undead are beings in mythology, legend, or fiction that are deceased but behave as if alive. Most commonly the term refers to corporeal forms of formerly-alive humans, such as mummies, vampires, and zombies, who have been reanimated by supe ...
by The Eye. He returns The Eye to Constantine, who reveals himself to be the Trickster. Viktoria says that The Eye requires a flesh eye to function; she binds Garrett with vines and removes his right eye. The Trickster places it on the gemstone, and the two disappear through a portal. Garrett, left for dead, is found and freed by two Keepers. During his escape from the Trickster's mansion, he learns that the Trickster plans to use The Eye to revert the world to a wild state. After Garrett escapes the mansion, he seeks help from the Order of the Hammer. However, he finds that the Trickster has attacked the Hammerite temple. In a refuge beneath the temple, he finds Hammerite survivors who provide him with a booby-trapped replica of The Eye. Garrett descends into the Trickster's domain, where he finds the Trickster performing a ritual with The Eye to complete his plan. Garrett stealthily substitutes The Eye with its copy, which kills the Trickster. Later, Garrett has acquired a mechanical replacement for his lost eye. On the streets of the City, Artemus approaches Garrett and claims that he will soon require the Keepers' help. Garrett dismisses him, and as he walks away, Artemus warns of the encroaching " metal age".


Development


Origins

''Thief'' began development in April 1996. For the game's original designer and writer Ken Levine, credited by ''
The Telegraph ''The Telegraph'', ''Daily Telegraph'', ''Sunday Telegraph'' and other variant names are popular names for newspapers. Newspapers with these titles include: Australia * ''The Telegraph'' (Adelaide), a newspaper in Adelaide, South Australia, publ ...
'' as "a key figure in the creation" of ''Thief'', inspirations came from two of his favourite games, ''
Castle Wolfenstein ''Castle Wolfenstein'' is a 1981 action-adventure game that was developed by Muse Software for the Apple II home computer. It is one of the earliest games to be based on stealth mechanics. An Atari 8-bit family port was released in 1982 and w ...
'' and '' Diablo''. The initial concept was to make an action role-playing game and Levine was given the job of designing the game's world and story. Levine said the initial ideas and projects that have later morphed into ''Dark Camelot'', before eventually evolving into ''The Dark Project'', included ''School of Wizards'', ''Dark Elves Must Die'' and ''Better Red Than Undead'', the latter of which was "a campy story" about communist zombies. The game was supposed to be a first-person sword fighting simulator, but "the marketing epartmentkilled the idea," to his disappointment. According to programmer Marc LeBlanc, "The first proposal was ''Better Red Than Undead'', a '50s Cold War game where the
Soviet Union The Soviet Union,. officially the Union of Soviet Socialist Republics. (USSR),. was a List of former transcontinental countries#Since 1700, transcontinental country that spanned much of Eurasia from 1922 to 1991. A flagship communist state, ...
is overrun with zombies and you have to go hack them to pieces as the loner from the
CIA The Central Intelligence Agency (CIA ), known informally as the Agency and historically as the Company, is a civilian foreign intelligence service of the federal government of the United States, officially tasked with gathering, processing, ...
because bullets don't work on the undead."
Doug Church Doug Church (born November 16, 1968, in Evanston, Illinois), is an American video game designer and producer. He attended MIT in the late 1980s, but left and went to work with Looking Glass Studios, when they were making primarily MS-DOS-based i ...
said the game's design was built around the idea "of having factions who you could ally with or oppose yourself with or do things for or not."Rouse R. Game, ''Design Theory and Practice'', 2005
Chapter 26: Interview: Doug Church
/ref>


''Dark Camelot''

The next concept, ''Dark Camelot'', still focused on sword combat. Its plot—an inversion of
Arthurian legend The Matter of Britain is the body of medieval literature and legendary material associated with Great Britain and Brittany and the legendary kings and heroes associated with it, particularly King Arthur. It was one of the three great Wester ...
—featured Mordred as a misunderstood hero, King Arthur as a tyrannical villain and Merlin as a psychopath. According to Church, the game featured
Morgan le Fay Morgan le Fay (, meaning 'Morgan the Fairy'), alternatively known as Morgan ''n''a, Morgain ''a/e Morg ''a''ne, Morgant ''e Morge ''i''n, and Morgue ''inamong other names and spellings ( cy, Morgên y Dylwythen Deg, kw, Morgen an Spyrys), is a ...
as Mordred's "sort of good" advisor and Guinevere as a lesbian who would betray Lancelot and help Mordred to break into
Camelot Camelot is a castle and court associated with the legendary King Arthur. Absent in the early Arthurian material, Camelot first appeared in 12th-century French romances and, since the Lancelot-Grail cycle, eventually came to be described as th ...
and steal the
Holy Grail The Holy Grail (french: Saint Graal, br, Graal Santel, cy, Greal Sanctaidd, kw, Gral) is a treasure that serves as an important motif in Arthurian literature. Various traditions describe the Holy Grail as a cup, dish, or stone with miracu ...
. The game's design combined a first-person perspective with
action Action may refer to: * Action (narrative), a literary mode * Action fiction, a type of genre fiction * Action game, a genre of video game Film * Action film, a genre of film * ''Action'' (1921 film), a film by John Ford * ''Action'' (1980 fil ...
,
role-playing Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the ''Oxford English Dictionary'' offers a definition of role-playing a ...
and
adventure An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme ...
elements.
Warren Spector Warren Evan Spector (born October 2, 1955) is an American role-playing and video game designer, director, writer, producer and production designer. He is known for creating immersive sim games, which give players a wide variety of choices in how ...
, who had recently left
Origin Systems Origin Systems, Inc. was an American video game developer based in Austin, Texas. It was founded on March 3, 1983, by Richard Garriott and his brother Robert Garriott, Robert. Origin is best known for their groundbreaking work in multiple genres ...
to found Looking Glass Studios Austin, became ''Dark Camelot''s producer after his predecessor departed. Artist Dan Thron said: "For a good long time, we had no idea what the game was about, until somebody stumbled upon the whole thief game play where you're not just running out trying to chop people up."Vault Network News: Week of February 7, 1999
Church recalled that "the basic stealth model was ..having the guard looking the other way and you going past pretty quickly. So Paul erathhad been pushing for a while that the thief side of it was the really interesting part and why not you just do a thief game." A previously unreleased trailer for ''Dark Camelot'' and its Stargate Engine was uploaded to
YouTube YouTube is a global online video sharing and social media platform headquartered in San Bruno, California. It was launched on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim. It is owned by Google, and is the second mo ...
in 2013.Craig Pearson
Pre-Thief: Dark Camelot Footage
Rock, Paper, Shotgun, May 17th, 2013.


Production

In early 1997, ''Dark Camelot''s name was tentatively changed to ''The Dark Project'' and its design altered to focus on thievery and stealth. Nevertheless, some levels originally designed for ''Dark Camelot'' ended up in the final product. In March, project director Greg LoPiccolo described the game's design: "Essentially we're building a type of simulator ..where object interactions are correct and physics are tied in correctly." Then-lead designer Jeff Yaus reiterated: "The goal is for everything to behave as it should. For example, things that burn will burn, and then it's up to the player to decide to burn things, whether or not we've anticipated it." The first draft of stealth design was presented by Levine and Dorian Hart on April 4. Levine said inspiration for the idea of being powerful when undetected but very vulnerable when exposed came from the concept of submarine warfare and in particular from the 1985
simulation video game Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such ...
'' Silent Service''.
Multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or ...
support was planned, including the theftmatch mode where small teams of thieves compete under time pressure to steal the greatest value of swag from the territory of wealthy NPC's and their guard. Full-scale development on ''The Dark Project'' began in May 1997, with a frantic work on a
demo Demo, usually short for demonstration, may refer to: Music and film *Demo (music), a song typically recorded for reference rather than release * ''Demo'' (Behind Crimson Eyes), a 2004 recording by the band Behind Crimson Eyes * ''Demo'' (Deafhea ...
level and trailer for
E3 1997 E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publisher ...
. Originally announced to come out in Summer 1997, the game was delayed to Winter 1997–98. However, Looking Glass Studios experienced serious financial trouble as development progressed into mid-1997. The company's Austin branch closed, costing Spector and several game engine programmers; this team relocated to
Ion Storm Ion Storm, L.P. was an American video game developer founded by video game industry veterans John Romero and Tom Hall, both formerly of id Software. Despite an impressive pedigree and high expectations, the company only produced one commercial ...
, and released ''
Deus Ex ''Deus Ex'' is a series of role-playing video games, set during the mid 21st century. Focusing on the conflict between secretive factions who wish to control the world by proxy, and the effects of transhumanistic attitudes and technologies in a ...
'' in 2000. Spector later called his impact on ''Thief'', "at best, minimal". Levine too had left ''The Dark Project'' project before the Keeper faction was added to the game. By April 18, Looking Glass Studios laid off half of its entire staff in six months, which damaged morale of ''The Dark Project'' team, which at this point was vastly different from the one with which the development began. "Few emotions can compare to the stress of heading to work not knowing who might be laid off, including yourself, or whether the doors would be locked when you got there," lead programmer Tom Leonard later said. This stress caused several team members to voluntarily quit, including the lead programmer, Briscoe Rogers, who had designed the game's AI system, which suffered from
software bugs A software bug is an error, flaw or fault in the design, development, or operation of computer software that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. The process of finding and correcting bugs i ...
and problems with complexity. When Leonard took over the position of lead programmer, he believed that the AI system was fixable; over several months, he learned that the
pathfinding Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It is a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the sh ...
database—code that helps AI navigate a map—was unsalvageable. He completed the design—but not implementation—of a new system by November 1997, using an estimated one-fifth of the original code. Several features were removed during development, among them multiplayer support, a complex inventory interface, and branching mission structures. Leonard said they "focused in on creating a single-player, linear, mission-based game centered exclusively around stealth." He believed that the removal of multiplayer support and the game's renaming—from ''The Dark Project'' to ''Thief: The Dark Project''—solidified this in the minds of the team. The game was renamed on April 3, 1998, the new title being much more descriptive and inspired by that of the role-playing game '' Vampire: The Masquerade''. Several features have been brainstormed and rejected, including " Spider-Man-esque" ability to climb on walls and ceilings and the shrinking and invisibility potions. By summer 1998, the team was challenged by exhaustion and the game's numerous simulation and AI glitches. These problems resulted in what Leonard later described as "a game
hat A hat is a head covering which is worn for various reasons, including protection against weather conditions, ceremonial reasons such as university graduation, religious reasons, safety, or as a fashion accessory. Hats which incorporate mecha ...
could not be called fun." Implementation of Leonard's new AI system was halted so the team could quickly assemble
proof-of-concept Proof of concept (POC or PoC), also known as proof of principle, is a realization of a certain method or idea in order to demonstrate its feasibility, or a demonstration in principle with the aim of verifying that some concept or theory has prac ...
demos; publisher Eidos Interactive had grown skeptical over the team's vision. Work on the AI did not resume until March 1998, and after 12 more weeks of constant work, it was ready for what Leonard called, "real testing". Three months before the game's scheduled ship date, most problems had been resolved. The team began to believe, as Leonard described, that ''Thief'' "did not stink, ndmight actually be fun." Further, the release of games like '' Commandos: Behind Enemy Lines'', ''
Half-Life Half-life (symbol ) is the time required for a quantity (of substance) to reduce to half of its initial value. The term is commonly used in nuclear physics to describe how quickly unstable atoms undergo radioactive decay or how long stable at ...
'' and ''
Metal Gear Solid is a series of techno-thriller stealth games created by Hideo Kojima. Developed and published by Konami, the first game, ''Metal Gear'', was released in 1987 for MSX home computers. The player often takes control of a special forces opera ...
'' eased worries that experimental gameplay styles were unmarketable. According to Leonard, "A new energy revitalized the team. Long hours driven by passion and measured confidence marked the closing months of the project." The game went gold in November 1998, following an estimated 2.5 year development cycle and a $3 million budget.


Design

The design of ''Thief'' focused on stealth and evasion from a first-person perspective. Leonard said this idea challenged the standard
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
concept: "It is a game style that many observers were concerned might not appeal to players ..and even those intimately involved with the game had doubts at times." In response to the sentiment that their previous games " equireda fair amount of investment from the player to get maximal enjoyment", the team specifically designed ''Thief'' to allow players to "pick tup and start playing". While the team's goal was to "push the envelope" with the game's design, Church said that it shared its core design with previous Looking Glass Studios games. He explained: " e try toprovide a range of player capability in world
here Here is an adverb that means "in, on, or at this place". It may also refer to: Software * Here Technologies, a mapping company * Here WeGo (formerly Here Maps), a mobile app and map website by Here Technologies, Here Television * Here TV (form ...
the player can choose their own goals, and their own approaches to an obstacle .. so thatwhen they reach the goal it is far more satisfying", and that "flexible simulation of game elements is a powerful way to enable the player to make their own way in the world". ''Thief'' was designed to be largely
unscripted ''Unscripted'' is an American comedy-drama series that aired on HBO in early 2005. The series was largely improvised by its performers. It was executive produced by Steven Soderbergh, George Clooney, and Grant Heslov. ''Unscripted'' is the se ...
; events, instead of being pre-defined by designers, occur naturally. The intent was to further increase the amount of "player interaction and improvisation" over their previous games. According to Leonard, ''Thiefs central gameplay mechanic was the player's relationship with NPCs, who are the primary obstacle in the game. The game's goal of emergent events required a sophisticated AI system. Leonard later demonstrated that first-person shooters, like ''Half-Life'', often utilize "look and listen" AI systems, wherein NPCs become aggressive when the player is seen or heard. He explained that the ''Thief'' system defined a broader range of "internal states" an NPC could feel, such as suspicion. For example, an NPC who heard a suspicious noise would investigate rather than become immediately hostile. Designer Randy Smith said: "In ''Thief'' the safe boundary is often between light and shadow .. butthese boundaries are ..not stable or secure .. .The player will eventually have to emerge from the safe zone ..and embrace risk until another safe boundary can be found". He explained that players felt unsafe even when hidden, but learned to judge their level of safety as they improved. Certain levels included horror elements, and one such mission, Return to the Cathedral, intentionally removes players' ability to judge their vulnerability. Believing that "nothing augments the fear associated with boundaries like forcing the player to violate them of their own free will", Smith said of the mission: "Eventually ou forceyourself to do practically every scary thing you noticed the potential to do in the whole level".
Kieron Gillen Kieron Michael Gillen (; born 30 September 1975) is a British comic book writer and former video game and music journalist. In comics, Gillen is known for ''Phonogram'' and ''The Wicked + The Divine'', both co-created with artist Jamie McKelvie ...
of ''
PC Gamer UK ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games ma ...
'' believed that the level creates "a cycle of relaxation and abhorrence .. that resultsin a devastating pummelling of the nerve endings." The game's missions were designed to suit the story, rather than the story to fit the missions.The Making of ''Thief II'' featurette. ''Thief Gold''. Taking inspiration from '' GoldenEye 007'', the team added a difficulty system that changes mission objectives; Leonard said "it allowed the designers to create a very different experience at each level of difficulty, without changing the overall geometry and structure of a mission. This gave the game a high degree of replayability at a minimum development cost". The team extended the concept by decreasing the player's ability to kill human characters on higher difficulty settings. Writer and voice actress
Terri Brosius Terri Brosius ( née Barous) is an American musician, voice actress, and game designer, best known in gaming circles as the voice of SHODAN in the '' System Shock'' series. Biography Terri was a member of the Boston band Tribe as a keyboardis ...
said: "We took pains to make sure all the missions could be won without killing any humans". Project director Greg LoPiccolo wanted ''Thiefs audio to both enrich the environment and enhance gameplay, and the game's design necessitated an advanced sound system. The designers created a "room database" for every mission; these provided a realistic representation of sound
wave propagation Wave propagation is any of the ways in which waves travel. Single wave propagation can be calculated by 2nd order wave equation ( standing wavefield) or 1st order one-way wave equation. With respect to the direction of the oscillation relative to ...
. Audio designer Eric Brosius and the development team gave sound multiple roles. It was used to give the player aural clues about the NPCs' locations and internal states; to enhance this, vocals were recorded for NPCs. Conversely, sounds generated by objects gave clues to NPCs about the player's location, and NPCs used sound to communicate; a guard's call for help signals other guards within earshot. Sound was also used to divulge narrative information, so that stealthy players could eavesdrop on NPC conversations and learn more about the game's
backstory A backstory, background story, back-story, or background is a set of events invented for a plot, presented as preceding and leading up to that plot. It is a literary device of a narrative history all chronologically earlier than the narrative o ...
.


Technology

''Thief'' was developed with the
Dark Engine The Dark Engine was a game engine developed by Looking Glass Studios and was used from 1998 to 2000, mainly in the early '' Thief'' games. Features The Dark Engine's renderer, originally created by Sean Barrett in 1995, supports graphics similar ...
, a proprietary game engine. It was written during the game's development, rather than as a separately budgeted project, which led to time constraint issues. An emphasis was placed on simulating real life physics; arrows would arc through the air rather than fly straight. The engine features
alpha blending In computer graphics, alpha compositing or alpha blending is the process of combining one image with a background to create the appearance of partial or full transparency. It is often useful to render picture elements (pixels) in separate pas ...
,
texture filtering In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). There are two main categories of texture filtering ...
and lighting techniques. Motion capture technology was integrated to allow for realistic character animation. The engine's renderer—which draws the graphics—was largely written by Looking Glass Studios programmer Sean Barrett in fall 1995. While the renderer was expected to be finished before the game's release date, Barrett left the company in 1996. He later performed contract work for the company, and assisted in writing features like hardware support. However, the renderer was never fully addressed, and was less advanced than others of the time. The Dark Engine was designed to be reusable, and to give programmers the ability to easily integrate their work. LeBlanc wrote the "Dark Object System", which became the center of this concept. According to Leonard, the object system was a "general database for managing the individual objects in a simulation". Designers were able to alter the game's behavior by manipulating objects—the content that composes the game—without writing additional code. The system also managed source data, the game's tangible content such as textures,
maps A map is a symbolic depiction emphasizing relationships between elements of some space, such as objects, regions, or themes. Many maps are static, fixed to paper or some other durable medium, while others are dynamic or interactive. Although ...
, models and sounds. An unfinished build of the Dark Engine was used to develop '' System Shock 2'', a collaboration between Looking Glass and
Irrational Games Irrational Games (known as 2K Boston between 2007 and 2009) was an American video game developer founded in 1997 by three former employees of Looking Glass Studios: Ken Levine, Jonathan Chey, and Robert Fermier. Take-Two Interactive acquired t ...
. The object system worked so well that ''Thief'' and ''System Shock 2'' used the same executable for most of their development.


Release

''Thief'' was released by Eidos Interactive on December 1, 1998. An expanded edition of the game, ''Thief Gold'', was released by Looking Glass and Eidos on October 29, 1999. It features three new missions, and improvements to the original 12. Its disc also contains a
level editor In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty t ...
and a "
making of In cinema, behind-the-scenes (BTS), also known as the making-of, the set, or on the set, is a type of documentary film that features the production of a film or television program. This is often referred to as the EPK (electronic press kit) vid ...
'' Thief II: The Metal Age''" video, among other extras.


Reception

''Thief: The Dark Project'' received critical acclaim from publications including ''
The Washington Post ''The Washington Post'' (also known as the ''Post'' and, informally, ''WaPo'') is an American daily newspaper published in Washington, D.C. It is the most widely circulated newspaper within the Washington metropolitan area and has a large nati ...
'', ''
PC Gamer ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games m ...
'', and
Salon.com ''Salon'' is an American politically progressive/ liberal news and opinion website created in 1995. It publishes articles on U.S. politics, culture, and current events. Content and coverage ''Salon'' covers a variety of topics, including re ...
. Lance A. Larka of '' Computer Gaming World'' wrote: "If you're tired of ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'' clones and hungry for challenge, give this fresh perspective game a try. I was pleasantly surprised." Emil Pagliarulo of The Adrenaline Vault wrote: "I will tell you, without reservation, ..that this has become my favorite game of all time." Paul Presley of '' PC Zone'' called it "a bloody good game". Kieron Gillen of ''PC Gamer UK'' wrote: "The freedom ''Thief'' offers you is at first terrifying, then absolutely intoxicating." Aaron Curtiss of ''
Los Angeles Times The ''Los Angeles Times'' (abbreviated as ''LA Times'') is a daily newspaper that started publishing in Los Angeles in 1881. Based in the LA-adjacent suburb of El Segundo since 2018, it is the sixth-largest newspaper by circulation in the U ...
'' noted that the game "demands thought". T. Liam McDonald of ''PC Gamer US'' called ''Thief'', "a challenging, riveting game that defies easy categorization", and praised the game for its focus on the player's cunning. Jason Cross of ''
Computer Games Strategy Plus ''Computer Games Magazine'' was a monthly computer and console gaming print magazine, founded in October 1988 as the United Kingdom publication ''Games International''. During its history, it was known variously as ''Strategy Plus'' (October 1 ...
'' noted that "It's quite amazing how much fun it can be to avoid action". Chan Chun of '' New Straits Times'' described the game as being "incredibly immersive and suspenseful," and "a highly-recommended game for those yearning to be a night rogue." Peter Olafson of '' GamePro'' praised the game's AI, and said that the game "gets better ... the more time you spend with it". In a retrospective review,
AllGame RhythmOne , previously known as Blinkx, and also known as RhythmOne Group, is an American digital advertising technology company that owns and operates the web properties AllMusic, AllMovie, and SideReel. Blinkx was founded in 2004, went publ ...
editor Peter Suciu praised the game, touting that "(the game's) first rate storyline as well as visual and audio effects make ''Thief'' quite an immersive gaming experience". The game's sound was widely praised. Presley wrote: "The sound adds a whole new level of realism to the game and boosts that whole 'total immersion' thing to previously unattained levels." Larka noted that "the audio is simply amazing. With directional noises and haunting 'background' effects you are plunged into Garrett's shadowy world and left with a pounding heart and twitchy nerves." Wagner James Au of Salon.com noted that the game's level of suspense was "exquisite" and that its use of detailed aural cues as a gameplay device bordered on
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), e ...
. ''Thiefs graphics received a mixed reaction, with several negative comparisons to ''Half-Life'' and ''
Unreal Unreal may refer to: Books and TV * ''Unreal'' (short story collection), a 1985 book of short stories by Paul Jennings * ''Unreal'' (TV series), a 2015 television drama series on Lifetime Computing and games * ''Unreal'' (video game series), ...
''. However, Andrew Sanchez of ''
Maximum PC ''Maximum PC'', formerly known as ''boot'', is an American magazine and website published by Future US. It focuses on cutting-edge PC hardware, with an emphasis on product reviews, step-by-step tutorials, and in-depth technical briefs. Component ...
'' praised the game's graphics and noted that the Dark Engine went "feature-for-feature with the
LithTech LithTech is a game engine developed by Monolith Productions and comparable with the Quake and Unreal engines. Monolith and a number of other video game developers have used LithTech as the basis for their first-person shooter games. Monolith in ...
, Quake, and
Unreal engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of g ...
s". He also praised the game's AI, sound and plot. Larka disliked the game's extremely dark areas, which required him to "max out the gamma correction and set ismonitor to its brightest setting just to see the barest details" but called the graphics "seamless". Some reviews complained about
collision detection Collision detection is the computational problem of detecting the intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing fields, primarily in computer grap ...
issues. The game's use of supernatural and cave-exploring elements received criticism, and several reviewers opined that more realistic, mansion-robbing missions should have been used instead. Presley believed that the game's undead enemies caused the game to "degenerate into the standard hack 'n' slash, sub- Conan sort of thing that '' Heretic'', '' Hexen'' and a million others gave us," and that "it amounts to ..an erosion of the storytelling skills that Looking Glass once had." Gillen decried certain levels for "infring ngon ''
Tomb Raider ''Tomb Raider'', also known as ''Lara Croft: Tomb Raider'' from 2001 to 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, ...
'' territory, and then otquite pull ngit off". Larka found certain levels too difficult. '' Next Generation'' noted that while "sneaking can get repetitive", ''Thief'' is "still a fun game to play" and "a worthy addition to the genre." In the United States, ''Thief: The Dark Project'' sold 88,101 units during 1999. Its global sales reached 500,000 copies by May 2000, making it Looking Glass Studios' most commercially successful game, according to the ''
Boston Globe ''The Boston Globe'' is an American daily newspaper founded and based in Boston, Massachusetts. The newspaper has won a total of 27 Pulitzer Prizes, and has a total circulation of close to 300,000 print and digital subscribers. ''The Boston Glob ...
''.


Legacy

''Thief'' was the first 3D stealth game for a
personal computer A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or tec ...
, and its stealth gameplay innovations influenced later games in the genre. The game has been cited as the first to use light and shadow as a stealth mechanic, and the first to use audio cues, such as the ability to eavesdrop on conversations and alert guards with loud footsteps. The game's use of sound wave propagation, which allowed sounds to travel around corners and through rooms, became widely considered by game developers. ''Thiefs influence has been recognized in other stealth games, such as '' Assassin's Creed'', ''
Hitman Contract killing is a form of murder or assassination in which one party hires another party to kill a targeted person or persons. It involves an illegal agreement which includes some form of payment, monetary or otherwise. Either party may ...
'', ''
Splinter Cell ''Tom Clancy's Splinter Cell'' is a series of stealth action-adventure video games, the first of which was released in 2002, and their tie-in novels that were endorsed by Tom Clancy. The series follows Sam Fisher, a highly trained agent of a ...
'', and ''
Tenchu is an action-adventure stealth video game series, originally developed by Japanese developer Acquire, where the player assumes the role of a ninja in 16th-century Japan. The title in Japanese literally translates in English as "Divine Retributi ...
''. Marc Laidlaw, writer and designer on ''Half-Life'', said that "''Thief'' is the single most terrifying, immersive, and rewarding game I have played and the one single-player game I continue to replay. ..There are countless books I wish I had written; ''Thief'' is one of the few games I wish I had worked on." Laidlaw called ''Thief'' his favorite game, an opinion shared by ''
Fallout 3 ''Fallout 3'' is a 2008 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the ''Fallout'' series, it is the first game to be developed by Bethesda after acquiring ...
'' lead designer Emil Pagliarulo, and Michel Sabbagh of Bethesda Softworks. ''Thief: The Dark Project'' has been declared one of the greatest games of all time by several publications. Inducting it into its hall of fame, GameSpy writer Rich Carlson wrote: "With a tactical philosophy contrary to nearly every irst-person shooteraction game at that time, ''Thief'' rewarded stealth and sneaking over brazen frontal assault," continuing: "While inadvertently undermining the notion that all action games need be shooters, it carved a completely new niche in the same already glutted genre." ''
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
'' editor
Greg Kasavin Gregory A. Kasavin (; born August 21, 1977) is an American writer and designer for Supergiant Games, and the former site director and executive editor at the gaming website ''GameSpot'' for over 10 years. Early life and education Kasavin atten ...
argued that, while ''Metal Gear Solid'', '' Tenchu: Stealth Assassins'' and ''Thief'' all defined the stealth action genre, it was ''Thief'' that displayed "the purest depiction of what it might be like to slip from shadow to shadow" and "largely remains an unsurpassed achievement in gaming." In 2009, ''Thief'' was added to
IGN ''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa distri ...
's hall of fame. Sid Shuman, writing for GamePro, asserted that ''Thief'' "pioneered its own genre ... the stealth-action title." John Walker of
Eurogamer ''Eurogamer'' is a British video game journalism website launched in 1999 and owned by alongside formed company Gamer Network. Its editor-in-chief is Martin Robinson. Since 2008, it is known for the formerly eponymous games trade fair EG ...
wrote in a retrospective review: "''Thief'' is an embarrassment to modern stealth games, each of which produces only a faded parody of this masterful original." In 2012, Mike Fahey of Kotaku called ''Thief'' "the best stealth game I've ever played", superior to modern games in the genre. That same year, ''
Time Time is the continued sequence of existence and events that occurs in an apparently irreversible succession from the past, through the present, into the future. It is a component quantity of various measurements used to sequence events, ...
'' named it one of the 100 greatest video games of all time. ''Thief: The Dark Project'' was followed by two sequels, and a fourth game rebooting the series has also been released. Looking Glass Studios developed '' Thief II: The Metal Age'', which received positive reviews when released in March 2000. '' Thief: Deadly Shadows'', released for both Windows and the
Xbox Xbox is a video gaming brand created and owned by Microsoft. The brand consists of five video game consoles, as well as applications (games), streaming services, an online service by the name of Xbox network, and the development arm by the ...
, was developed by
Ion Storm Ion Storm, L.P. was an American video game developer founded by video game industry veterans John Romero and Tom Hall, both formerly of id Software. Despite an impressive pedigree and high expectations, the company only produced one commercial ...
due to the 2000 closure of Looking Glass Studios. After a troubled development cycle, the game's May 2004 release met with positive reviews. In May 2009, a fourth game, simply titled ''
Thief Theft is the act of taking another person's property or services without that person's permission or consent with the intent to deprive the rightful owner of it. The word ''theft'' is also used as a synonym or informal shorthand term for some ...
'' was revealed to be in development by
Eidos Montréal Eidos may refer to: * Eidos (philosophy), a Greek term meaning "form" "essence", "type" or "species". See Plato's theory of forms and Aristotle's theory of universals * Eidos plc, a British software company, which created video game publisher Ei ...
for Windows,
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed by Sony Computer Entertainment. The successor to the PlayStation 2, it is part of the PlayStation brand of consoles. It was first released on November 11, 2006, in Japan, November ...
and
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generati ...
. It received mixed reviews upon release. After Looking Glass Studios closed its doors, ''Thief'' has been supported by community modifications (mods). Standalone fan made remake ''
The Dark Mod ''The Dark Mod'' is a free and open-source software first-person stealth video game, inspired by the ''Thief'' series by Looking Glass Studios. The game provides the basic framework and tools (engine, assets, models, and editor) for more than 1 ...
'' aims to recreate the 'essence' of ''Thief'' in a modern game engine. Originally released in 2009 as a mod for ''
Doom 3 ''Doom 3'' is a 2004 survival horror first-person shooter video game developed by id Software and published by Activision. ''Doom 3'' was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and ported ...
'', in October 2013 it was released as an open-source standalone game. In December 2013,
fan made Fan labor, also called fan works, are the creative activities engaged in by fans, primarily those of various media properties or musical groups. These activities can include creation of written works (fiction, fan fiction and review literature), ...
high definition
texture Texture may refer to: Science and technology * Surface texture, the texture means smoothness, roughness, or bumpiness of the surface of an object * Texture (roads), road surface characteristics with waves shorter than road roughness * Texture ...
mod ''Thief Gold HD'' was released.


References


External links

* * * {{Authority control 1998 video games Action-adventure games Dark fantasy video games Eidos Interactive games Looking Glass Studios games Single-player video games Stealth video games Steampunk video games Thief (series) Video games developed in the United States Video games scored by Eric Brosius Windows games Windows-only games Video games about crime Immersive sims