“The Ancient Corruption was again contained. To do more would have upset the balance, but we knew to remain ever vigilant lest it resurface. Neither the Hammers nor the Pagans could be trusted not to meddle.”
So, welcome back and let’s get on to storytelling! The narrative in Thief is delivered also at the players control most of the time. The writing of the world building is stellar and much of it you experience on your own volition. Even though the game has a linear story from one mission to the next with cutscenes and briefing before the levels, within the level design is a rich tapestry of eavesdropping opportunities, notes and letters to read and the environmental storytelling acting as a window into the psyche of the inhabitants or designers of the various mansions, streets and castles you’ll be sneaking through.
Narrative in Assassins
Thief doesn’t have an open world structure in the way we’d expect from a game like it these days. They worked around this constraint by coming up with their own level design conventions and expectations. Starting with the very first mission in Thief, there’s always a safe outside area to the mission and then there is the actual interior area of the mission, the objective of your mission that you must infiltrate and loot. The outside is usually an open space, outskirt of the town, an abandoned graveyard, a public space possibly where you can roam around outside the mansion walls with little danger and worry from the guards or civilians. The first thing you often figure out is how to actually break into the mission proper.
By the fifth mission of Thief you are rather familiar with this design pattern. And that’s when the developers throw you a curve ball. In Assassins, your briefing for the mission tells you how you’ve acquired a set of lock picks and Garret deliberates testing them out by infiltrating a local Hammerite temple for some quick loot… except within the first few seconds into the mission, your supplier gets shot by a pair of thugs sent to assassinate you. On the fly your objectives change to tail undetected your would-be assassins through the twisting maze-like streets of The City to their employer who sent them after you. It’s the first time the designers mislead your expectations for the mission with the objectives list and briefing.
This mission is the first time you are expected to tail a target and the level plays a lot with interesting ways to challenge the player and their observation skills and patience. If you follow them too closely or noisily or fumble on some metal grating, the assassins hear you and stop. If they become alerted, you will fail the mission. Occasionally they get suspicious and stop and turn around to see if they’re being followed. If they see you, you will fail the mission. If you trail too far behind them, you will fail the mission. There is no feedback or a meter or a gauge to rely on to know when you are trailing off too far, the tendency for the player is to err on staying closer than falling back too much. The tension rises as you’re navigating mere steps behind them and find yourself exposed often as you’re trying to follow them whilst keeping yourself tucked away in the shadows and behind cover.
This mission is also the first time you experience The City in such an expansive sense. A vast labyrinth of narrow medieval streets and alleys without a grid pattern or signage. Most of the light sources you have to deal with are inextinguishable, closed off lanterns, electric street lights or light flooding into the streets from the buildings. You have to carefully plan your movements to keep up pace with the thugs. All this combined with the scarcity of familiar landmarks means that the designers use this part to mess with your head. For example, if you try to rely on following the footsteps of the assassin alone you’ll be thrown off when you get to some street corners and an innocent bystander is having a merry little walk down the other street.
Near the end of the chase, your targets walk through an archway and up a ramp, and turn the corner. The rounded towers offer a wide field of view so you can see an inviting patch of darkness under the arch. But this seemingly safe patch of darkness under the archway is misleading. Your light indicator will glow yellow, which means from a short distance away an enemy can get suspicious and approach the player, if they turn around. You can’t get much closer through, because the bright street lamp is inextinguishable. To minimize their exposure as much as possible, most players will crouch to hide. The player has limited options, based on available information.
- Hang back and risk losing your targets.
- Extinguish the torch with a water arrow and rush up to the top for cover. But we don’t know the floor surface at the top because the incline and the sudden torch extinguishing might make the assassins suspicious.
- Move to the left and try and mantle over the brick embankment.
The designers throw you a bone, you don’t have to see a floor surface to know what’s there, if you’ll listen to the assassins’ footsteps. After the assassins get to the top of the ramp and turn that corner and you hear the tell-tale clang of boots on metal, you freeze midway up that stone ramp and listen for how many metal steps you hear. A lot of metal steps means a long metal catwalk. That’s the beauty of a footstep mechanic: it translates sound into space and surface.
But you only hear a couple metal steps, and if it’s only a couple then you can easily move silently over them by creeping slowly. The design of the ramp actually emphasizes the metal strip by putting three different floor materials together in this sequence, which is somewhat rare in Thief levels. They want you to notice the metal and the changes in the footsteps. Armed with this knowledge you may risk to follow them a bit closer.
As you move up from the left, the assassins have stopped and are probably watching for you on the ramp on the right. The two pipes in the middle exist only to block your line of sight as you look to your left and cause some mild panic. The designers knew what you were going to do and stacked two different kinds of blind corners next to each other.
And that’s just the stuff going on in one short segment in the first act of this mission. It illustrates Thief’s depth of design, it imbues basic 3D perspective rules with drama and absolutely soaks environments in tension. It also demonstrates problems with having a third person camera in a stealth game. All that built up tension about incomplete information never develops in this way when you can move the care and peek over and around. Third person camera empowers the player with better awareness but kills all the possibility for this level of tension.
By the end of the city streets section, you find the assassins’ hideout. A castle owned by a nefarious character named Ramirez who ordered your hit. You’re tasked with getting back at him in the only way you know how: robbing him blind. It’s rather unexpected. You feel like the mission should be over now with the objective completed, but instead it feels like two missions in one.
The Ramirez mansion is much easier to figure out than the streets. There are only a handful of guards patrolling the top floor, you’ll have control over the entire area very quickly. In contrast to the really thoughtful city streets from earlier, this interior of the mansion is simple and comprehensible, the main corridors are narrow and arranged somewhat symmetrically, and many of the floors are made of relatively muted stone that aids in the sneakin.
When comparing the first mission Lord Bafford’s mansion and Ramirez’s mansion some differences are noteworthy.
- Bafford’s place is much bigger and elaborate than Ramirez’s place.
- Bafford has a throne room and separate wings with lots of art everywhere. Ramirez has a simple, compact villa plan with central courtyard; the walls are textured plainly; he has also installed hidden wall-slits to spy on guests in their bedrooms.
- Bafford’s basement is old. Ramirez has recently renovated his basement with an illegal animal pen and his office and treasury.
- Bafford’s rare treasure is a royal scepter, and there’s a guard with a gong outside. Ramirez has a silver firepoker, and some sort of electric alarm system wired throughout the house.
- The difference in alarms is telling, and both treasures are deeply personal, phallic objects that connote power, but the context where you find the firepoker is more insidious, especially when considering the “peepshow” wall-slits into the guest bedrooms.
- Lastly, a letter you find within the mansion finishes the comparison. The letter is Bafford’s apology for being late on payments to Ramirez, which means he’s lower on the hierarchy than Ramirez even though his place is bigger and fancier. In this way, Looking Glass uses reading text to compliment reading architecture. The differences in level design are forms of characterization: the banners of both these lords make these spaces private and personal. The size and opulence in decoration implies Bafford is obsessed with just the image of power; meanwhile, the comparatively Spartan Ramirez prefers the power of power. When you’re infiltrating these castles, you’re actually sneaking into their heads and learning their secrets and insecurities through their personal spaces. The home is a metaphor for it’s owner.
Given your skill level at this point in the game, looting the mansion is so easy that you’ll most likely never trip the alarm. And if you never trip the alarm, the game never triggers the final optional stage of the mission. Ramirez sends his guards out into the streets and you have to make it back to your neighborhood in a desperate escape.
The exit portion of each level in Thief is usually pretty trivial as you backtrack through an already familiar level, possibly past the unconscious or dead bodies of the many guards you left in your wake. But in this level the game spawns overwhelming number of thugs to hunt you down. They’re all permanently alerted and they’re all actively looking for you. It’s an unexpected change in stakes and world state. All those blind corners suddenly function very differently when you’re approaching them from the other way. The city streets are familiar and alien at the same time. The start of the level that you had just mastered has now been inverted and re-introduced as a dangerous territory.
The City starts out as a neutral space, becomes a victim as it’s altered by Ramirez’ private space that you infiltrate and by the time you leave The City has become your familiar enemy. A full character arc for the level in a relatively short and easy mission, Assassin is one of the most satisfying and dynamically changing missions in the game.
Immersiveness and believability of the maze-like gameworld is built into the very DNA of the game. If there is any one thing to take from the accomplishments of Thief it is the ingenuity of the levels. Almost every major game released in the past 6 years or more has had a minimap system and objective markers in them. The industry is blindly rushing forward and accepting that always on minimap and clearly marked objectives are an improvement, when the absence of them can just as well be a conscious choice in design and an important feature. I personally have lately been getting tired of being led through games by the nose and would appreciate the opportunity to slow down again and take in the world and maybe even forget that I’m ticking off boxes for chores in a to-do list and just playing a game, having an experience that only the video game medium can provide.
j.