The article doesn't make it completely clear but it infers the shadows were not dynamic because it affected the gameplay in that the player needed some certainty about where stealth was effective, and the level designs hinged on that.
Great game. Thief and Descent were pretty challenging compared to quake.
>Thief and Descent were pretty challenging compared to quake.
Well, after John Romero left id software in an disgruntled way during the development of Quake, id became creatively bankrupt, and their games were just tech demos for John Carmack's latest cutting edge 3D engine, wrapped in a half-baked "whatever, this is gonna sell" storyline and gameplay.
Great game. Thief and Descent were pretty challenging compared to quake.