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Real Name: Garett Choy Forum Identity: kfgecko (Kung Fu Gecko) Location: Northern California, USA What first attracted you to Thief, and when was that? I've always enjoyed more cerebral-action games and after reading several reviews on Thief, I was interested. Thief 1 had just come out and it was around Christmas time. My employer had given out a $100 gift certificate to Fry's Electronics as a Christmas gift to the employees and I promptly bought up as many things as I could with it. Interestingly, Thief almost didn't make the pile, as it pushed the grand total about $15 over my $100. It left the cart about two times, before I finally decided to keep it. I'm so glad I did. I installed Thief soon after purchasing it just to see what it was like. The first mission, Bafford's, was fun and nerve wracking. I barely made it to the throne room on "Normal" and at the time couldn't imagine ever playing a harder difficulty that would make you *find your way back out after all that*. Hah. Then the next level, which included zombies, scared my pants off and I quit playing Thief and returned to finishing Half Life which I had previously started. About two months later, I was "free" again and decided to try Thief again. Then I was hooked... Why did you start designing missions, and when was that? What inspiration outside of Thief 1/Gold, Thief 2, and Deadly Shadows influenced the content of your fan mission? I must have played the Thief 1 original missions about a half a dozen times each (and Bafford's about 100 times) when I learned that the Dromed Mission Editor was coming out. By this time, I had found TTLG and was actively participating in the Thief forums, thoroughly enjoying both the game and the Thief community at TTLG. Having played Thief ad naseum, I was yearning for more missions. When Dromed was slated to be released, my mind began racing with all the ideas I would do. I started a thread at TTLG that authored mission stories, having just the intro briefing text, goals, and brief explanations of how the mission would play. When Dromed was finally released, along with Trimfect's "Gathering at the Bar", I was impressed with what a non-professional could do. It was clear that Dromed would be my destiny...
What do you feel is your strongest suit in mission design? Architecture? Story? Atmosphere? Scripting? Gameplay? Something else? Hmm. not sure about this one. So many FM authors overshadow me in all the aspects, but I'm sort of a jack of multiple trades and an Ace of none. I try to be aware of the experience as a whole that the player will experience, and not so much on individual components like astounding architecture, jaw dropping scripting, poetic story, etc. Have you ever worked with other people on an FM project? If so, who were they, and what did they do? Nope. I was briefly on the COSAS team, but real life allotted me no time to contribute. If you could rebuild any OM from Thief 1/Gold or 2 from scratch (as a T2 FM), which one would it be, and why? None. I actually don't have any desire to redo any of the Thief OM's. What's your favorite FM(s) from other authors? Saturio Returns Home, 7th Crystal, Calendra's Legacy, and Lord Edmund Entertains. All had the full package: mission polish, excellent story (character development and pacing), great architecture (well, Edmund's doesn't count because it's so old), cool technical tweaks, and fun true-to-thief gameplay. I stopped playing FMs over a year ago so I think I've missed a bunch of great FMs since. Tell us about that first mission you made in dromed, back when you were first learning the editor, which never saw the light of day. A rickety predecessor to Creature Clash 1 with the same concept. Be glad I never released it to waste bandwidth and people's time. I also started a mission that had no vision, no story, and no title. It never got built past the first castle wall; a GOOD thing. Have you ever done any mods for other games? Freespace Travel to: Go Back / T-TC.com (home) |