Thief Gold: Can A Game Have A Setting Without A Plot?

Thief

Halfway through Thief: The Dark Project, the setting remains a confusing mish-mash of concepts and designs. The developers packed their creation with a catalog of features, and covered it with a theme commonly labeled steampunk. This genre can be referred to as the three Ms; medieval, magic, and machines. Thief becomes an overwhelming mixture of these features, but at first seems to only embrace its medievality. The other two components are introduced gradually, but without explanation. Because Garret lives in a world with magic, he (and the game) see no reason to be surprised about its inclusion, but the player will be rightly astonished by the number of unexpected mixing of genres. Yet, while the setting at first appears to be an everything and the kitchen sink sort of construction, the detail spent constructing it allows it to solidify midway through. The question remains, does the time used for the setting detract from the creation of a proper plot?


The opening cut scene, the tutorial, and the first mission emphasize the medieval nature of Thief, and deny its other Ms. The player learns about Garret early life. Abandoned by his parents, he was raised by a secretive order called the Keepers, who are skilled at remaining unseen. But by the first mission, Garret has left the Keepers, and uses their teachings of stealth to pursue a simple, carefree career of theft.

Mission one is a straight-forward break-in of a lesser noble's house, with only a few bored guards, and it doesn't set any expectations for the future. Garret's reason for the theft is to earn enough to keep paying his rent. But the second mission (Garret sneaks into a Hammerite prison, to rescue a friend) includes zombies, giant spiders, and poison spewing giant lizards. Incidentally, Garret makes a cynical, snide remark before mission two about how some people think the caverns beneath the prison are haunted. Since everything Garret says has the same mocking tone, its difficult to understand which meaning he intends; some people are stupid to believe the undead are real, or someone has warned him zombies are in the caverns.
After the second mission, The City quickly expands to include electric lighting, ghosts, wizards, complicated machinery, and possibly demons. These developments enlarge the world of Thief, but do so at the cost of an intriguing plot. After seven missions Thief has nothing to say about Garret or a larger story, except that Garret needs money. Each heist he performs is done for this reason alone, and each theft is unconnected to those prior.

In addition to the steampunk motif, Thief includes an expansive political history. The City is a battleground for three factions: the Keepers, the Pagans, and the Hammerites. Each faction's background and beliefs are chronicled in cut scenes shown in-between levels. The cut scenes include excerpts from each faction's important texts. The Pagans worship a deity named The Trickster and embody nature, while the Hammerites worship the Master Builder and idealize technology. These two factions run the city openly, while the Keepers work in the shadows. They strive to balance the other two, and contain an ancient and powerful evil.

While the City, the history, the factions, and the three Ms imbue the setting, Garret's story is sparse. Aside from the brief introduction and his disarmingly charming voice, the player knows nothing about him. Amid the grandeur of the established background, the player as Garret robs a series of unimportant Lords, so he can pay his bills.
Yet as the game approaches the midpoint, another possibility is unveiled. While it would be unconventional, its possible the developers intended this strange dichotomy. They intended for the first half to be exclusively about world building, without the distraction of a story. But having completed this, they then spend the second half with a plot able to utilize the detailed background they have built.

In mission eight Garret is hired to enter an ancient part of the City, walled off from the rest, and steal an artifact called 'the Eye' from an abandoned Hammerite Cathedral. The payoff for Garret is the ever elusive security of a payday. But during the mission disturbing information is revealed to Garret. The Cathedral is guarded by strange ghouls, who seem like protectors rather than the usual decaying undead. After sneaking around, Garret determines there is no viable entrance, but through a window he glimpses 'the Eye' and it speaks to him:

Comes a man to rescue me? Poor man. The Keepers have sealed the door and only they know how to open them. Cross you the bridge to the grotto of the Keepers' Sentinel. Stand you on the pedestal, and illuminate the statue with fire. Then you can discover the secret of the Talismans.”

After listening to this speech, a sensible man would abandon the quest. Without listening to it, a reader might think this reaction unreasonable. But the voice of the Eye is a horrible rasping, soul shaking sound, and when it says “poor man”, it is not referring to Garret's economic status, but the torture he will undergo by freeing the Eye. He will be the cursed soul who will suffer the full wrack and ruin of his mistake.

And while exploring further, Garret uncovers further evidence that the Eye is a source of great evil, and the Keepers have bound it with powerful magic. Yet, Garret still seems set upon recovering it. One wonders if he does not believe in its power, or fails to grasp the magnitude of the danger he will unleash on the world. Maybe he cares for nothing except doing a job and receiving his pay, or possibly he has a plan the player does not know about.

Yet the remained of the game may be about the Eye, Garret's quest for it, and the consequences of his actions.  Whether this is the way the story progresses, or if it returns to unrelated heists, will have to wait for next week.

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