I’m seriously psyched to play Thick as Thieves, an upcoming PC/console game first teased at the Game Awards a few weeks ago. It has a direct heritage to the original Thief games from the early 2000s, milestones in immersive simulation. (And as a young gamer, got me personally ebullient about interactive immersion as an emergent art form.) By putting the player in the role of a stealthy cat burglar in a steampunk city, Thief made you so keenly aware of the virtual environment (light/shadow, the ambient noisemaking potential of different materials, bored/agitated guards), you felt truly part of the 3D world around you. The original Deus Ex games soon expanded on those ideas in a cyberpunk context.
And now, developers on those games are making immersive simulation a multiplayer experience. If that’s even possible?
While Thick as Thieves' trailer bills it as a game "from" revered designer Warren Spector, lead creator of the original Deus Ex games (who also did some work on the original Thief franchise), the brunt of everyday development is actually led by veteran designers David McDonough and Greg LoPiccolo -- the latter who was project leader on the original Thief game.
In recent weeks I’ve been messaging all three -- on Thick as Thieves’ heritage to Thief/Deus Ex, on the challenge of making an immersive world multiplayer, and much more: