Thief is heading to current and next-gen formats, suggesting there will be some sort of technical difference between versions. However, producer at Eidos Montreal Stephane Roy has cautioned that the Xbox One build isn’t just about adding more polygons into the mix.
Speaking with OXM, Roy said, “It’s not a question of pushing more polygons, but convincing you that you are part of this city,” suggesting that creating a dynamic play-space that feels populated is part of the technical advance afforded by Xbox One.
That said, Roy suggested that technical limitations can also work in a studio’s favour. He said the biggest thing he’s learned while working on the game is, “That sometimes technical limitation can be a good thing.
“A long time ago, it was either dark or light. Today, it’s real life. But it does make things more complicated for us. We have to create a [world] you have to be able to read, but if it’s too black and white you won’t believe in it.”
So it seems that Roy is saying that while creating an organic world where anything seems possible is appealing, studio’s have to be careful to keep things fluid, clear and and practical.
Is that a notion you subscribe to? Let us know what you think below.
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