This is an orphaned page, I think. ~BigMclargehuge Yeah, so what if i dont want to sign in?
- It's not orphaned yet, but it is a stub. I made it not too long ago to get the concept out there. It just needs filling out with the how-to information and some pics.
- Ehcmier 22:27, 7 June 2008 (UTC)Ehcmier
- Actually, the article was born an orphan, and it still is one. Check Special:Whatlinkshere/Easter Eggs. I'd have thought that'd be kind of dangerous, because orphaned, low-profile articles might quickly become forgotten altogether. That said, I don't really know where one would mention Easter Eggs, off the top of my head. Larris 06:40, 9 June 2008 (UTC)
- Why? Because fans talk about them and ask about them, devs implement them, and they are in the games and game media. 'Nuff said.
- The Quote Lists are Easter Eggs, and where Dan7 posted his pics of where an in-game text could be found, that would be the place to mention it. The way to activate them in-game should be mentioned here, especially the T2 Quote Scroll. The Madame's Hitlist is text, so it could also be mentioned with the text, location, and pic. It could simply say, "This is an Easter Egg", and point to the Easter Eggs page, where the recipe to activate it should be.
- Any pages that discuss locations, discuss map features, give walkthrough advice, etc., could have a mention when appropriate.
- I'd rather believe that any mention is better than none, especially if it pops up in a search for "easter eggs", AND provides the sought-after information. There are also curiosities, like the giant "Meat Cube", the non-implemented T3 Quotes List, and the inclusion of Deus Ex quotes in the T3 quotes. Anyway, you can bet I will continue to behave as one more interested in the inclusion of information, than a Wiki professional. I only know to get it out there now, and smooth it over later.
- Ehcmier 08:06, 9 June 2008 (UTC)Ehcmier
- Yup. Thanks. It wasn't the "why", it was the "where" which made me come up short. I neglected to mention that I was kind of sleep deprived when posting, so I secretly hoped you'd fill me in with examples. =D Larris 16:32, 9 June 2008 (UTC)
- Haha! Oh, you know me and examples.... Okay, then.
- Ehcmier 03:36, 10 June 2008 (UTC)Ehcmier
Real-world references[]
...and in-jokes, which aren't really classified as easter eggs at all, since they might be lying around in plain sight, and no hunting might be required.
There aren't many of them, I guess. I'm talking about Lord Brosius and that crowd, and I'm talking about the "Hadst I A Hammer" hymn. They would have fit in with the other examples mentioned above, if it weren't for the fact that they are really visible, which defies the concept of a secretly hidden easter egg. What to do? Larris 13:12, 27 June 2008 (UTC)
- Actually, there are a lot of them. All righty. I was hoping there was a concise term for the whole lot of them. It seems that "Easter Egg" is the most general term used (incorrectly, but persistently) to encompass all of the variations of niggling terms and other categories. Therefore, I propose we keep "Easter Eggs" as the main page title, and include sub-categories:
- In-jokes (wherein are listed the references in the games' media to real world life experiences of the games' creators; Mike Chrzanowski put a LOT of references to his life into his levels, and as you know, the devs put each other's names and nicknames in the media)
- Literary, Theatrical, Music, & Movie References (the books, plays, music, and movies the devs paid tribute to in the media and level design, including The Name of the Rose, Cugel's Saga, Alice in Wonderland, The Phantom of the Opera, "The Cook, the Thief, His Wife & Her Lover", Ring Around the Rosie, If I Had a Hammer, A British Tar is a Soaring Soul, and on and on.)
- Art References (the paintings, statues, and so on, sourced directly and in homage)
- Good enough to give it a go? :)
- Ehcmier 00:44, 28 June 2008 (UTC)Ehcmier
- Definitely. Very good. Let's just shorten the title Literary, etc. References to just References, for art as well. Good enough. Also, if Easter Eggs is kept, there should be created redirect pages for both References and In-jokes, I guess. Then we could just explain in the article intro what the two other items are doing in this article. =) Larris 01:26, 28 June 2008 (UTC)
- sNeaksieGarrett [discovered] a hidden *.bmp image buried in the editor.res files of three Dark Engine games. It's a rendered still from a Terra Nova: SFC movie. I'll eventually pin it down. Ehcmier 04:39, 12 December 2008 (UTC)Ehmcier
Temp Info. for Dissemination[]
"In Framed I named Hagen after the Tom Hagen character, played by Robert Duvall, in The Godfather." --Rich Carlson
http://www.ttlg.com/forums/showthread.php?p=426816#post426816
"I could be wrong, but I think Garrett on the T1 box was based on Josh Randall (t1 producer) and on T2 he's based on Nate Wells (T1 designer/artist, now with Irrational)." / "Randy?" --Ken Levine
"josh, yea." / "nate, i dunno. dan knows!" / "hi Ken!" / "that's my ultra-intelligent answer. i feel like a 15 year old girl in cyberspace." --r (Randy)
"(Truart, on the other hand, looks like Ken, at least, based on the mesh...) :-) " --Laura
Coincidence: http://www.imdb.com/title/tt0276970/ Fritz Lang's Metropolis inspired the art deco look of T2, and William Friedkin's The Exorcist provided the name of the antagonist Father Karras. William Friedkin made a film of himself interviewing Fritz Lang, and released the film in 1974.
What movies, books, or other games have had an inspirational effect on Thief 2?
Steve:
- Fritz Lang's Metropolis and M have had the biggest aesthetic influences on Thief 2. Umberto Eco's book, The Name of the Rose has had the biggest effect on the overall story.
Alex:
- I haven't been with the Thief 2 team for very long, so I had no initial input on the fiction. I believe that the Thief 2 team, when designing fiction, watched such movies as "The Castle of Cagliostro"(anime) and "The Name of the Rose". Of course, all games have some impact on other games. We make games to try things that we haven't seen, and to use things that worked well before. It's impossible to come up with things in these categories without drawing on past experience.
Mike:
- Before I came to work with LGS I had been working for Electronics Boutique. I worked there for about 4 and a half years and I had a chance to play just about anything I could get my hands on. I can still remember that day in December when I started to go through that day's very large shipment and found a box marked with the Eidos logo. I can still remember opening it up and pulling the annoying trapezoid boxes. Inside was a game called, "Thief: The Dark Project" I remembered reading really good things about it, but it looked nothing like my favorite 3D-shooter, half-life. I reluctantly took it home and gave it a shot, and I was immediately hooked. I got to experience the first Thief as a gamer and therefore it was very inspirational to me. As I began to design the levels that I was given, I would recall all of my classic Thief experiences and that would give me really great direction of where I wanted to go with my level. Experiencing the first game as a gamer has given me an advantage because while I was playing through the game I found a ton of things that I would do different, and I had tons of ideas of things I would like to see. It is a very exciting experience making the transition from fan to member of the design thing. The thing that inspired me most about the first Thief was the story and I was like a kid on Xmas when I was handed all of the design docs on my first day and got to find out where the story was going. There are several movies that have inspired me for designing Thief. The inspiration that I have received from these movies is mostly from the beautiful architecture that they displayed on the movie screen. Three movies that come to mind are Meet Joe Black, Eyes Wide Shut, and The Haunting. All three of these movies featured some incredible 18th century architecture that influenced me when building my missions.
Laura:
- The Disney version of Robin Hood, definitely.
Tim:
- I've been re-reading Fritz Leiber's books of Fafhrd and the Gray Mouser lately. I've also been looking over Dungeons and Dragons material about thieves, what there is of it. Commandos was really interesting in the way that it treats interlocking systems of patrols. A little bit of Tenchu and Metal Gear Solid will work its way in, I'm sure. And then there's that big dance-off against the Sherrif that's an obvious homage to Bust A Groove.
Rich:
- For me, Son Of Frankenstein kinda got me level-happy last summer. The sets and lighting in the third Frankenstein film are so much like a modern 3D game, like Quake, that it's scary. (Well, it is a scary movie. Kinda.) ; )
Rob:
- I can't really speak for the team. We all have our own inspirations but we all have a common vision. From a game fiction perspective my inspirations come mainly from science fiction, mythology, contemporary film, theology, and philosophy. Books like Frank Herbert's Dune, Ayn Rand's Atlas Shrugged, Sun Tzu's The Art of War, Terrentino (sic) movies and Arthurian Legend have all found there way into my writing in one way or another. If I had to pick one though, I'd go with Babylon 5. I wanted to help make the Thief universe into a deep and continual saga. No writer has created a saga that can best Babylon 5's creator and author Joe Straczynski. Like so many B5 episodes I want the player to read a seemingly pointless book from Thief 1 that will play out to be a huge deal in Thief 2. From a game design stand point I find inspiration from the great ones System Shock, Half-Life, Metal Gear Solid, and even Sin. These games all had something different and unique to offer the player and rarely got repetitive. Bottom line is that they were all a lot of fun to play.
Emil:
- Ooh, three very different media, all of which have inspired my work greatly.
- Movies - I've been on a real film noir kick, lately. Nothing beats a good Bogart movie for examining the gritty side of urban life. Some favorites: The Big Sleep, The Maltese Falcon, Dead End, and All Through the Night (certainly not Bogart's best movie, but really fun nonetheless). Fritz Lang's films, like M and Metropolis, inspired a lot of my original designs as well.
- Books - Charles Dickens' Oliver Twist and A Tale of Two Cities really helped inspire me when I first started to flesh out my designs. That's the great thing about the Thief universe - it's not strictly medieval, and it's not strictly Victorian, so we as designers have a lot of creative liberty. To me, Garrett is an expansion of the Artful Dodger; he's that character 20 years in the future, having miraculously evaded the law for so long - the quintessential Victorian thief: charming, skilled, and cynical. That's quite a combination. I really urge any Thief fan to read Oliver Twist; it's a great chronicle of criminal life in Victorian London.
- Games - I play and have played a LOT of games, and it's pretty easy for me to pick and choose the positive elements from each one. I'm currently into Rogue Spear, both multiplayer and single-player mode. Sure, there are still some stability issues with the multiplayer, but it's arguably the most intense squad level combat game to date. I'm also playing Everquest, experimenting with the Rogue character to see how a thief operates in a multiplayer setting.
Randy:
- I frequently draw level-building inspiration from real world architecture. I draw influence for game experiences and fiction from whatever I'm reading, doing, consuming, or thinking about at the time… But other games don't influence me very much, which is good since it keeps me exploring new concepts. The one exception is the original System Shock, my favorite game of all time, which had some magic formula that I'm still trying to figure out and incorporate in new ways into other games.
Raf:
- Movies - The Third Man, Fritz Lang's Metropolis and M, Phantom of the Opera, Lupin III:The Castle Cagliostro
- Books - The Thieves World graphic novels adapted by Tim Sales, Fritz Leiber's Fafrhd and The Grey Mouser books, lots of architecture books, The Thief of Baghdad, The Merry Adventures of Robin Hood by Howard Pyle