Before Dishonored, Thief Developers Explored Rat-Sized Stealth for Garrett

Roberta Williams

Pioneer of graphic adventure games, co-founder of Sierra On-Line, and creator of "King's Quest."

Long before Dishonored's protagonist, Corvo Attano, captivated players with his ability to inhabit small creatures like rats to traverse inaccessible areas, a similar concept was explored for an earlier stealth masterpiece: Thief: The Dark Project. This intriguing design choice, which would have allowed Garrett, the iconic master thief, to miniaturize himself and sneak through tight spots such as drains, was ultimately set aside, marking a divergence in design philosophy that continues to resonate within the immersive sim genre.

The core premise of Thief and Dishonored shares a common thread: a solitary figure navigating a world rife with political intrigue and personal stakes through cunning and stealth. However, a significant distinction lies in their protagonists' capabilities. Corvo benefits from an array of supernatural powers, while Garrett relies solely on his skills and tools. It's fascinating to consider how different the original Thief could have been had Garrett been granted such an otherworldly ability.

During a 2018 interview with PC Gamer magazine, commemorating the 20th anniversary of Thief's launch, lead designer Tim Stellmach shed light on this discarded idea. He revealed that Looking Glass Studios had indeed contemplated equipping Garrett with the power to shrink, enabling him to access otherwise unreachable nooks and crannies. The primary reasons for its eventual rejection were practical: the sheer amount of development effort required to implement it effectively, and the narrative and gameplay questions it would inevitably raise.

Stellmach's brief explanation hinted at the profound implications such a mechanic would have had. Introducing a shrinking ability would not only demand extensive technical work but also fundamentally alter the game's meticulously crafted stealth mechanics. Thief is renowned for its unforgiving nature, where every shadow and sound matters. The challenge of navigating complex environments undetected is central to its identity. Granting Garrett the ability to effortlessly bypass obstacles by transforming into a small creature might have diminished the core stealth experience, making some of the game's most challenging sequences trivial. The developers prioritized maintaining the purity and difficulty of Garrett's stealth-focused journey.

Thief's enduring legacy lies in its unwavering commitment to pure stealth gameplay, a philosophy that often contrasts with the more accessible stealth-optional approaches seen in games like Dishonored. In Thief, brute force is rarely an option; players are encouraged to embrace the shadows and outsmart their adversaries. This singular focus contributed to its status as a seminal immersive sim. The recent announcement of Nightdive Studios' remaster, "Thief: The Dark Project Remastered," which will incorporate content from "Thief Gold" and various enhancements, reaffirms the game's lasting impact. Nightdive has even enlisted original Thief artist Daniel Thron to refine the game's cutscenes, ensuring that this classic receives the meticulous reconstruction it deserves.

The consideration of a shrinking ability for Garrett underscores the iterative and exploratory nature of game development. While ultimately not included, it provides a glimpse into the creative process behind a genre-defining title and highlights the delicate balance developers strike between innovative ideas and maintaining a cohesive gameplay experience. As the remaster approaches, fans eagerly anticipate revisiting this influential title, appreciating its design choices that continue to shape the stealth genre.

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