Imagine for a moment that the Thief reboot released in 2014 was an entirely different stealth IP, and that we haven’t seen a new Thief title since Deadly Shadows in 2004. And in this alternate timeline, several former Thief developers all reunite under the banner of a new company: Spyglass Studios.
They announce that the Thief franchise is emerging from the shadows once more with the fourth entry in the series, Dagger of Ways.
For those unfamiliar with Ion Storm’s original pitch for Thief IV, it was an attempt to reboot the franchise in a modern setting. It also featured alternate pathways through levels via the titular Dagger of Ways.
Garrett could use the dagger to slip into a ‘wraith world’ where he could take advantage of certain routes or things that may not be present in the physical realm. While I enjoy the concept of the dagger, I dislike the decision to modernize the setting. Thief is unique because it’s a period piece. If I wanted modern or futuristic stealth gameplay, I’d turn to Splinter Cell or Deus Ex.
Thief should do what it’s always done best: deliver on the medieval burglar fantasy. For this reason, my version of Thief IV would include the dagger, but would return fans to the City in all its gloomy glory.
I would also elect to retire Garrett as the protagonist; he’ll don the mantle of reluctant mentor and train the young girl he caught trying to pickpocket him at the end of Deadly Shadows. A new generation of Thief fans need a new protagonist, and like Dishonored 2 with its switch from Corvo to Emily, our beloved series could stand some fresh blood as well. Let’s call her Scarlett.
In addition, transitioning Garret from young rogue to grizzled mentor seems a fitting way for him to end his story and means we can have an older Stephen Russell reprise the role.
And don’t worry, our favorite factions—Hammers, Pagans, Keepers, Nobles, and the City Watch—will be returning in order to reignite a series of events that take our young thief-in-training from novice zero to unlikely hero.
Team
- Creative Direction – Paul Neurath
- Production – Warren Spector
- Game Design – Harvey Smith, Doug Church
- Level Design – Randy Smith, Jordan Thomas
- Programming – Tom Leonard
- Art Direction – Mark Lizotte, Sergio Rosas
- Writing – Terri Brosius
- Sound Design, Score – Eric Brosius
Story
The plot would pick up 10 years after Deadly Shadows. You play as Scarlett, a talented apprentice to Garrett, the world’s most notorious thief. You’ve been given your first solo mission: stealing a rare rune-covered dagger for a client that’s been less than forthcoming with his true intentions.
Visuals
The realistic graphics and overall aesthetics from Thief (2014) are fine, but add some splashes of color, especially in relation to the Factions. Consider adding in some sparse instances of daylight activity too.
- Bring back the painterly cutscenes and narrated mission briefings.
- Design a sleek, elegant user-interface similar to Dishonored.
- The classic Light Gem will return, but is optional.
- There would ideally be two main map options:
- First is an in-world map that’s hand-drawn and often incomplete
- Second is a full map UI with a you-are-here marker
- An optional mini-map and compass are also available
Audio
Sound needs to play a monumental role in this game. It should take advantage of current sound hardware to deliver a truly immersive auditory experience, and should be one of the game’s main selling points.
- Bring back different surfaces making different amounts of noise
- Ensure the mixing is on-point, as eavesdropping is a key part of recon
Gameplay
Offer customizable difficulties and a configurable HUD. When possible, providing players with options to tailor their experience is a good thing.
- As in Thief (2014), Scarlett’s hands, body, and interactions with the environment should be fluid and finely tuned. Having to actually open a drawer and pick up the loot inside can create moments of tension.
- Ensure that Jumping, Mantling, Crouching, and Leaning feel right and are well animated. Bring back the Wall Flattening from Deadly Shadows and include something akin to the Swoop from Thief (2014).
- Avoid any kind of Detective Vision. Thief is about paying attention to your surroundings and experiencing the satisfaction of finding something without having to rely on arbitrary super powers.
- Include the ability to look through keyholes and listen at doors.
- Include the pick pocketing timer mechanic from Thief (2014).
- Incorporate the traps and the ability to disarm them from Thief (2014).
- Take that a step further though, and add in the ability to set traps of your own. Combine Tripwire, Oil, Flash Bombs, Smoke Bombs, and more to create the perfect ambush or distraction.
- Utilize the Hiding Spot auto-save mechanic from Thief (2014) to help discourage save-scumming.
Setting
The game takes place in a large, dynamic City hub with side quests and emergent gameplay. It should expand on what Deadly Shadows started while avoiding the pitfalls of Thief (2014), with it’s linear, fragmented level design. This is a chance to utilize modern tech to do the City justice.
It needs to feel alive, like a character in and of itself. Different times and days could result in different guard patrols, stores being open or closed, or residents leaving their homes to go to mass or market. Your choices and actions in the city should make an impact and create ripple effects.
- Include an Apartment or Hideout where you can showcase your favorite loot and practice archery or lock picking.
- Different districts within the City will offer potential new haunts.
- Upgrading them with extra rooms or features would also serve as a gold sink as you start amassing large amounts of wealth.
- Carriages or Ferries will be unlocked when you enter a district, allowing you to fast travel there in the future.
- Bring back Fences and the different loot types (Metal, Gems, and Art) with fences only dealing in two out of the three to encourage traveling.
- Each Faction should have several bases throughout the City, and you’re able to ally with or make an enemy of each of them.
- Hostile means a Faction’s members will attack you on sight anywhere in the City.
- Neutral means a Faction’s members will attack you if they catch you stealing or trespassing in their territory.
- Allied means a Faction will allow you entry into their territories and the ability to fast travel to them. You’ll also gain access to their Arsenals and Stores
- Missions would return to the open-ended, fully realized layouts of the Dark Project and Metal Age, while avoiding points-of-no-return.
Enemies
As always, you’ll have several non-lethal methods to eliminate enemies, including the Blackjack as well as Gas Arrows and aerial takedowns.
- Bring back spell casters with wands that can be stolen.
- Enemies come in three different types: Humans, Beasts, and Undead.
Equipment
Most of the classic weapons and equipment will be returning, but the Dagger of Ways will provide new approaches to level traversal and problem solving.
- The Dagger of Ways
- Activating it allows you to enter the wraith world.
- Can be used to perform lethal take-downs on unaware foes or parry attacks in combat.
- As in the original pitch, whenever Garrett kills someone, the wraith world gets deadlier as the spectral wraiths multiply
- Arrow types include Water, Fire, Moss, Gas, Rope, and Broadhead
- Water arrows douse flames, clean up blood, and if shot into a patch of moss will expand its area of effect
- Fire arrows deal damage to enemies, set oil ablaze, and can relight torches and fireplaces.
- Moss arrows make surfaces quieter to move on and, provided you get a headshot, temporarily choke enemies.
- Gas Arrows knock enemies unconscious from a distance. They’re also the only way to dispatch guard dogs or birds.
- Tools include Lock Picks, Wire Cutters, Tripwire, Flash and Smoke Bombs.
- Other items include a Lantern, Potions, Holy Water, and Oil.
- Upgrades could offer things like faster pick pocketing, better lock picks, larger carrying capacity, cheaper merchant prices, etc.
Multiplayer
Though the nature of Thief doesn’t lend itself to traditional forms of multiplayer, I think there are still ways to implement it successfully.
- Leaderboards: Lists the fastest times and loot hauls for each mission. The quickest and most efficient thieves will gain a cool cosmetic reward.
- PvPvE: 2 player competitive mode where players race to steal guarded loot. Being stealthy is rewarded, with bonuses for going undetected.
- PvP: 9v3 competitive mode with 9 guards versus 3 thieves.
Conclusion
If I’m being honest I’m not sure we’ll ever see another entry in the series, but it’s fun to imagine what it might look like anyways. And if it wasn’t already clear, these are all just my opinions and preferences.
Not everyone will agree with my suggestions, and that’s fine; we all enjoy different things about Thief. Though I think we can all agree that a new game developed by the right studio could have a lot of potential.