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“High above the city in a world of your own, exploring every opportunity, with no other goal than ‘nick anything you find’, and the sounds of the Watch are floating up from below …”Īngelwatch, the mechanised tower of Life of the Party, viewed from the rooftops along the Thieves’ Highway. “Life of the Party before you get to the tower seemed to me what should all be about,” he wrote. In a post titled: “Favourite Thief II Mission”, he chooses Life of the Party, an expansive level wherein Garrett gatecrashes an extravagant reception hosted inside a vast, mechanised tower, infiltrating the structure via the city’s rooftops. Can anyone help, please?” Pratchett wrote.īut he soon begins to share his own thoughts on the game. “Whatever I do, the game ends on the basis that I’ve been spotted – even if, as I head up the slope, I go invisible. In a post titled: “Help! Spotted Every time” he requests assistance with Thief II’s eighth mission Trace the Courier, in which players must follow a Lieutenant of the City Watch as she carries a secret message to an unknown recipient. Like so many players who become involved in online communities, he posted because he was stuck. Pratchett first appears on the forum in August 2001.
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Combined, they provide a fascinating record of Pratchett’s evolving relationship with both the Thief series and video games in general. That newsgroup, analogous to a modern forum, has long since been deactivated, but its posts survive in a Google groups archive. He played all three games in the series, and often contributed to a Usenet newsgroup named -dark-project. But Pratchett held a particular affection for Thief.
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He even helped to create a mod (an unofficial add-on) for The Elder Scrolls IV: Oblivion, writing lines of dialogue for a character.
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Always technologically savvy, he was an early adopter of PC gaming, and enjoyed everything from Doom to Deus Ex and Call of Duty. Pratchett’s relationship with video games is well documented. To slip past guards in Thief, you must hide in shadows, and avoid treading on noisy tiles and metal. Thief charged players with breaking into medieval mansions, rooftop apartments, banks, cathedrals even police stations, stealing as much coin and valuables as they could while avoiding patrols of sword-wielding guards. In both games, players donned the cowl of Garrett, a laconic master thief partly inspired by Raymond Chandler’s PI Philip Marlowe. Released in March 2000, Thief II was the sequel to 1998’s Thief: The Dark Project, a pioneering stealth game set in a gothic fantasy world. He was reflecting on his favourite video game – Thief II: The Metal Age. Pratchett was not considering a new career as a cat burglar.
“I’m going to have to stop playing this game.” “And from then on there was a vista of roofs, leads and ledges leading all the way to the end of the street and beyond there were even little doors and inviting attic windows … “I realised I could drop down on to a roof,” he wrote later. Staying at a hotel in the city centre, Pratchett opened the window of his room, and looked across the historic skyline. I n November 2001, Terry Pratchett was in Chester, famed for its Roman ruins and well-preserved medieval architecture.