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Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)
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Who Am I? Thief series of games Freelance Designer Might & Magic: Dark Messiah, Arkane Studios
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Roles Level Builder Designer Project Director
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Level Building for Stealth Gameplay Talking about: Moment to moment gameplay Sneaking around undetected NOT: Story / Objectives Level Editors Game Systems Process Combat
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What Stealth Games? Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond Good and Evil
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What Stealth Games? Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond Good and Evil Sniper Games
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What Stealth Games? Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond Good and Evil Sniper Games Submarine Games
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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)
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What Stealth Games? Any game that emphasizes a model of player hiding / discovery
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Content Must Match Game Systems Game Systems = toys Levels = the playground How do you design a playground without knowing which toys?
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Are the lights extinguishable?
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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
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Slow, Thoughtful pacing
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Faster pace, Think on your feet
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The MDA Framework Staggered Alcoves, Patrol Paths Carefully Timed Moving and Waiting Slow, thoughtful pacing
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Common Stealth Game Mechanics Guards Patrol Routes Light / Darkness Sound and hearing Sneaking up on guys
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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
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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
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The Low Threshold for Failure
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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
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Combat = High Threshold For Failure You get shot repeatedly but don’t fail
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Stealth = Low Threshold for Failure If guards see you, you get caught quickly
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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.
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The Balancing Act For every stealth encounter, you must… Provide a means for the player to experience little or no failure
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The Balancing Act For every stealth encounter, you must… Provide a means for the player to experience little or no failure “zero failure”
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The Balancing Act For every stealth encounter, you must… Provide a means for the player to experience zero failure Communicate those means
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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
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The Balancing Act Not enough help, Player feels incapable Too much help, Player doesn’t feel stealthy
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What’s on the scales?
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Challenges vs. Advantages Guards Loud Flooring Dead Ends Scouting Locations Connectivity Shadows
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Design Tools
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These are all Design Tools Guards Loud Flooring Dead Ends Scouting Locations Connectivity Shadows
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Not… …player tools Hiding in shadows Radar jammer Lock picks ….level editor / software
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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
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Useful for Managing Challenge Level Guards Loud Flooring Dead Ends Scouting Locations Connectivity Shadows
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Manage the Experience Towards Other Goals, Too “Players are drawn to shadowy alcoves” tool for controlling pacing
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Environmental Tools
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Build A Combat Encounter
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Add Enemies…
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Then Add Power-Ups!
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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
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Environmental Tools! Advantages Hard cover Sniping Locations Low wall for cover Challenges Blind corners Tight passages Low wall that restricts movement
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Advantages Darkness …more to come… Disadvantages Light …more to come… Stealth Environmental Tools
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Use Tools To Balance Encounter
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But obviously there’s more going on here Balancing Advantages vs. Challenges is over- simplified Let’s analyze that example
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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?
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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
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Some observations Some things are both Advantages and Challenges, depending Patrol path Hard cover
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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
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Environmental Tools Soft Cover Darkness Hard Cover L-shaped rooms
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Environmental Tool Loud Surfaces
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Environmental Tools are Sneaky
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They impact gameplay even if they weren’t intended to Common offenders from Thief Doors Staircases Furniture Tile flooring
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Over constrained problem Constraints Beautiful High performance Not too dark on the monitor
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Dungeons and Abandoned Places
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Environmental Tools Soft Cover Hard Cover Blind Corners
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S shaped curves in Unreal
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What’s the solution? Acknowledge you’ve created gameplay relevance A good design tool: Stealth Friendly vs Stealth Unfriendly
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Stealth Friendly vs. Stealth Unfriendly
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Environments only, don’t worry about enemies for now Stealth Unfriendly More environmental challenges Stealth Friendly More environmental advantages
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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
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Micro Application of Stealth Friendly / Unfriendly Let’s revisit this example
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Micro Application of Stealth Friendly / Unfriendly
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Predicting Player Path Players are drawn Players are repelled No charge
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Predicting Player Path
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Overlaying With Guard Data
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Predicting Player Path Players are drawn Players are repelled No charge Players move from island to island of stealth friendly areas.
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Using The Tools To Support Zero Failure Tools Stealth Friendly / Unfriendly Predict player path Enemy Placement
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Changing Domains… Soft Cover Bushes Hard Cover Trees Loud Surfaces Water
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Supporting Zero Player Failure
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Environmental Tool Scouting Location Player can observe upcoming challenges from a position of safety
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Player Psychology Scouting Avoiding the pitfall of thinking like yourself The player doesn’t know if danger is coming up
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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
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Uses For Scouting Locations Learn Existence of challenges Location / behavior of challenges Formulate and execute plans Relax
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Turning Blind Corners Into Scouting Locations
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Stealth Unfriendly Scouting Area!?!?? Players don’t use Stealth-Unfriendly scouting spots Perceived Affordance Does it really do what it looks like it does?
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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
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Supporting Zero Player Failure
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Now Consider Enemy Placement We know the player’s path, so where do we place enemies?
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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?
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Territory
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Territory plus Path
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Enemy Behaviors Static Controls fixed territory Patrolling / Changing Direction Covers more territory overall, but doesn’t control it all the time
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Enemy Behaviors Unpredictable behavior Player doesn’t know what they control when Long patrol paths Branching patrols Scripts
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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
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Path Plus Enemy Placement
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Path Plus Territory
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Open-Endedness
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Open-Endedness
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Throw on tons of Challenges and Advantages Create a playground, don’t author an experience But understand the paths and balance them
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Applications of Player Path Sneaking past enemies Sneaking up behind enemies Sneaking up to treasure Sneaking up to use your tools
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Balancing Risk and Reward
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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
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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
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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
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Phases of Stealth Gameplay No Enemies Present Undetected by Enemies Being Searched For Been Caught
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Phases of Stealth Gameplay No Enemies Present Undetected by Enemies Being Searched For Been Caught
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Phases of Stealth Gameplay Level design must support phase-specific player goals/needs Adds more constraints to the environment Requires more player psychology
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No Enemies Present Do players know that? Radar? Other cues? Perceived Affordance Relevant Design Tools Scouting Locations Treat as Undetected By Enemies phase
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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?
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Environmental Tools Connectivity Connected Islands of Stealth Friendly Obstructions Furniture Loud Surfaces Dead Ends
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Dynamic Tool Ring Around The Rosy
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Been Caught Combat See elsewhere Fleeing
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Fleeing Player Goals Get away Reset the experience Does the environment support this?
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Environmental Tools Connectivity Enemy can’t follow Balconies Reset Areas Such as Scouting Locations Obstructions Dead Ends
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Props for Scouting Locations Learn about challenges Formulate plans Cycle of tension and relaxation Reset spots
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Dynamic Tool Out of the Frying Pan, Into The Fire
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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
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Q & A Slides and Questions: Randy@RoninGameDeveloper.com
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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
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