Level Building for Stealth Gameplay Randy Smith (see slide notes)
Who Am I? Thief series of games Freelance Designer Might & Magic: Dark Messiah, Arkane Studios
Roles Level Builder Designer Project Director
Level Building for Stealth Gameplay Talking about: Moment to moment gameplay Sneaking around undetected NOT: Story / Objectives Level Editors Game Systems Process Combat
What Stealth Games? Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond Good and Evil
What Stealth Games? Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond Good and Evil Sniper Games
What Stealth Games? Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond Good and Evil Sniper Games Submarine Games
What Stealth Games? Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond Good and Evil Sniper Games Submarine Games (levels tend to be a little boring)
What Stealth Games? Any game that emphasizes a model of player hiding / discovery
Content Must Match Game Systems Game Systems = toys Levels = the playground How do you design a playground without knowing which toys?
Are the lights extinguishable?
Content Must Support Aesthetic Vision What play experience are you trying to create? More than genre or fiction How does it feel to play the game? The aesthetic of the interaction
Slow, Thoughtful pacing
Faster pace, Think on your feet
The MDA Framework Staggered Alcoves, Patrol Paths Carefully Timed Moving and Waiting Slow, thoughtful pacing
Common Stealth Game Mechanics Guards Patrol Routes Light / Darkness Sound and hearing Sneaking up on guys
Common Stealth Aesthetic Create the illusion of a securely guarded area that the player can sneak through by virtue of leveraging their unique abilities and tools to create and exploit security flaws
Common Stealth Aesthetic Success Stealth makes player powerful Someone less stealthy would get caught Creating/exploiting security flaws Failure Stealth is unnecessary Area isn’t well guarded A non-stealthy solution is easier and/or more fun Stealth doesn’t work Get caught too often
The Low Threshold for Failure
Challenge of the Aesthetic Goal “Create the illusion of a securely guarded area that the player can sneak through” Make the player feel like they are special enough to do the impossible
Combat = High Threshold For Failure You get shot repeatedly but don’t fail
Stealth = Low Threshold for Failure If guards see you, you get caught quickly
Implications for Level Building In a combat game, it’s valid to create a challenging room and assume all players will experience some degree of failure. To support stealth gameplay, you can’t assume players will fail.
The Balancing Act For every stealth encounter, you must… Provide a means for the player to experience little or no failure
The Balancing Act For every stealth encounter, you must… Provide a means for the player to experience little or no failure “zero failure”
The Balancing Act For every stealth encounter, you must… Provide a means for the player to experience zero failure Communicate those means
The Balancing Act For every stealth encounter, you must… Provide a means for the player to experience zero failure Communicate those means Don’t be too obvious about it
The Balancing Act Not enough help, Player feels incapable Too much help, Player doesn’t feel stealthy
What’s on the scales?
Challenges vs. Advantages Guards Loud Flooring Dead Ends Scouting Locations Connectivity Shadows
Design Tools
These are all Design Tools Guards Loud Flooring Dead Ends Scouting Locations Connectivity Shadows
Not… …player tools Hiding in shadows Radar jammer Lock picks ….level editor / software
Design Tools Mechanics you add to the level to manage the player’s experience EG - Shadowy Alcove Dynamics you understand to predict the player’s experience EG - Players are drawn to shadowy alcoves
Useful for Managing Challenge Level Guards Loud Flooring Dead Ends Scouting Locations Connectivity Shadows
Manage the Experience Towards Other Goals, Too “Players are drawn to shadowy alcoves” tool for controlling pacing
Environmental Tools
Build A Combat Encounter
Add Enemies…
Then Add Power-Ups!
But it’s also the level layout Advantages Hard cover Sniping Locations Low wall for cover Challenges Blind corners Tight passages Low wall that restricts movement
Environmental Tools! Advantages Hard cover Sniping Locations Low wall for cover Challenges Blind corners Tight passages Low wall that restricts movement
Advantages Darkness …more to come… Disadvantages Light …more to come… Stealth Environmental Tools
Use Tools To Balance Encounter
But obviously there’s more going on here Balancing Advantages vs. Challenges is over- simplified Let’s analyze that example
Closer Look at Balancing Act Imagine you’re the player What can you see from the scouting spot? How do you feel? What is your plan? So what might the player do? What is the effect of the guard’s patrol?
Some observations What is meant by Advantage? Anything that makes it easier to succeed at stealth What is meant by Disadvantage? Anything that makes it easier to fail at stealth
Some observations Some things are both Advantages and Challenges, depending Patrol path Hard cover
Some observations Player Psychology Understanding the “on-the-ground” experience Guard out of sight at far end of patrol path Predicting how player will behave
Environmental Tools Soft Cover Darkness Hard Cover L-shaped rooms
Environmental Tool Loud Surfaces
Environmental Tools are Sneaky
They impact gameplay even if they weren’t intended to Common offenders from Thief Doors Staircases Furniture Tile flooring
Over constrained problem Constraints Beautiful High performance Not too dark on the monitor
Dungeons and Abandoned Places
Environmental Tools Soft Cover Hard Cover Blind Corners
S shaped curves in Unreal
What’s the solution? Acknowledge you’ve created gameplay relevance A good design tool: Stealth Friendly vs Stealth Unfriendly
Stealth Friendly vs. Stealth Unfriendly
Environments only, don’t worry about enemies for now Stealth Unfriendly More environmental challenges Stealth Friendly More environmental advantages
Macro vs. Micro Application of Stealth Friendly / Unfriendly We’ve already been discussing the Macro level If stealth unfriendly… Add environmental advantages Or don’t put guards here Or recognize its impact on player experience
Micro Application of Stealth Friendly / Unfriendly Let’s revisit this example
Micro Application of Stealth Friendly / Unfriendly
Predicting Player Path Players are drawn Players are repelled No charge
Predicting Player Path
Overlaying With Guard Data
Predicting Player Path Players are drawn Players are repelled No charge Players move from island to island of stealth friendly areas.
Using The Tools To Support Zero Failure Tools Stealth Friendly / Unfriendly Predict player path Enemy Placement
Changing Domains… Soft Cover Bushes Hard Cover Trees Loud Surfaces Water
Supporting Zero Player Failure
Environmental Tool Scouting Location Player can observe upcoming challenges from a position of safety
Player Psychology Scouting Avoiding the pitfall of thinking like yourself The player doesn’t know if danger is coming up
Scouting Scouting Locations Player can observe upcoming challenges from a position of safety Safety = Stealth Friendly Observe = Good sight lines, things worth seeing Examples Dark crossroads / alcoves Balconies / Rafters / Hills
Uses For Scouting Locations Learn Existence of challenges Location / behavior of challenges Formulate and execute plans Relax
Turning Blind Corners Into Scouting Locations
Stealth Unfriendly Scouting Area!?!?? Players don’t use Stealth-Unfriendly scouting spots Perceived Affordance Does it really do what it looks like it does?
Perceived Affordance Does it appear as Stealth-Unfriendly as you know it to be? Bad = Tile flooring in darkness Will the Scouting Location draw the player in? Bad = Brightly lit balcony
Supporting Zero Player Failure
Now Consider Enemy Placement We know the player’s path, so where do we place enemies?
Enemy Placement Use the Friendly / Unfriendly metric Enemy power is relative to their environment One guard in a Stealth Unfriendly area might be too much What territory does the guard control?
Territory
Territory plus Path
Enemy Behaviors Static Controls fixed territory Patrolling / Changing Direction Covers more territory overall, but doesn’t control it all the time
Enemy Behaviors Unpredictable behavior Player doesn’t know what they control when Long patrol paths Branching patrols Scripts
Path Plus Enemy Placement If path = bush tree water Enemy placement and behavior provides windows of opportunity to support this movement Patrol route = works Static guard = does not
Path Plus Enemy Placement
Path Plus Territory
Open-Endedness
Open-Endedness
Throw on tons of Challenges and Advantages Create a playground, don’t author an experience But understand the paths and balance them
Applications of Player Path Sneaking past enemies Sneaking up behind enemies Sneaking up to treasure Sneaking up to use your tools
Balancing Risk and Reward
Tuning the Player Path(s) Determine paths Compare paths to enemy placement Confirm there is at least one zero failure path Balance paths for risk and reward
Rule of Thumb Create a rhythm of Stealth Friendly and Stealth Unfriendly Break up consistencies Creates a cycle of tension and relaxation Significant aesthetic of stealth games
Approaches to Using These Tools Place tools to encourage a particular path Figure out which tools are already present, balance the emergent path(s) Create a rhythm of Friendly / Unfriendly
Phases of Stealth Gameplay No Enemies Present Undetected by Enemies Being Searched For Been Caught
Phases of Stealth Gameplay No Enemies Present Undetected by Enemies Being Searched For Been Caught
Phases of Stealth Gameplay Level design must support phase-specific player goals/needs Adds more constraints to the environment Requires more player psychology
No Enemies Present Do players know that? Radar? Other cues? Perceived Affordance Relevant Design Tools Scouting Locations Treat as Undetected By Enemies phase
Being Searched For Player Goals Move away from Enemies along a safe path Remain undetected Higher pace, not controlled by player Does the environment support this?
Environmental Tools Connectivity Connected Islands of Stealth Friendly Obstructions Furniture Loud Surfaces Dead Ends
Dynamic Tool Ring Around The Rosy
Been Caught Combat See elsewhere Fleeing
Fleeing Player Goals Get away Reset the experience Does the environment support this?
Environmental Tools Connectivity Enemy can’t follow Balconies Reset Areas Such as Scouting Locations Obstructions Dead Ends
Props for Scouting Locations Learn about challenges Formulate plans Cycle of tension and relaxation Reset spots
Dynamic Tool Out of the Frying Pan, Into The Fire
Summary Low Threshold For Failure Create Zero Failure Player Paths Predict Player Paths Stealth Friendly / Stealth Unfriendly Tune Player Paths Environmental Tools Enemy Placement and Territory Phases of Gameplay Player Psychology
Q & A Slides and Questions:
Design Tools Soft Cover Scouting Locations Connectivity Ring Around The Rosy Hard Cover Static Enemies Dynamic Enemies Blind Corners Loud Surfaces Unpredictable Enemy Behavior Obstructions Dead Ends Out of the Frying Pan, Into The Fire