[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:03.78,0:00:09.40,Default,,0000,0000,0000,,There aren’t many genres with such a strong\Ncore fantasy, as the stealth game. Dialogue: 0,0:00:09.40,0:00:14.64,Default,,0000,0000,0000,,These are games about staying unseen, and\Nthen striking from the shadows. Dialogue: 0,0:00:14.64,0:00:19.37,Default,,0000,0000,0000,,About outsmarting an entire army of enemies,\Nwithout them even knowing you exist. Dialogue: 0,0:00:19.37,0:00:24.54,Default,,0000,0000,0000,,These are games about spies, assassins,\Nand, uh, Batmen. Dialogue: 0,0:00:24.54,0:00:29.38,Default,,0000,0000,0000,,But making this fantasy work means balancing\Na number of complicated game systems: from Dialogue: 0,0:00:29.38,0:00:34.16,Default,,0000,0000,0000,,enemy awareness, to information gathering,\Nto robust detection systems. Dialogue: 0,0:00:34.16,0:00:37.65,Default,,0000,0000,0000,,Get any of them wrong, and the whole thing\Ncan crumple in on itself. Dialogue: 0,0:00:37.65,0:00:41.10,Default,,0000,0000,0000,,So, welcome to the School of Stealth. Dialogue: 0,0:00:41.10,0:00:46.07,Default,,0000,0000,0000,,This is a short, GMTK mini-series about how\Nstealth games work. Dialogue: 0,0:00:46.07,0:00:51.08,Default,,0000,0000,0000,,In each episode, I’m going to take one system\Nfrom the stealth game formula and break down how Dialogue: 0,0:00:51.08,0:00:56.68,Default,,0000,0000,0000,,it works - looking, where necessary, at the\Ntechnical side of things, the design considerations, Dialogue: 0,0:00:56.68,0:00:58.91,Default,,0000,0000,0000,,and the end user experience. Dialogue: 0,0:00:58.91,0:01:04.06,Default,,0000,0000,0000,,For episode one, we need to start where most\Nstealth games begin: with the player being Dialogue: 0,0:01:04.06,0:01:05.11,Default,,0000,0000,0000,,hidden. Dialogue: 0,0:01:05.11,0:01:11.77,Default,,0000,0000,0000,,And then ask ourselves: how do guards actually\Nsee and hear the player? Dialogue: 0,0:01:11.77,0:01:17.41,Default,,0000,0000,0000,,Ultimately, guards in games are given virtual\Neyes and ears that are designed to simulate Dialogue: 0,0:01:17.41,0:01:21.53,Default,,0000,0000,0000,,the two main human senses: sight and sound. Dialogue: 0,0:01:21.53,0:01:27.51,Default,,0000,0000,0000,,To simulate vision, video game guards typically\Nhave a viewcone - which is an invisible, cheese-like Dialogue: 0,0:01:27.51,0:01:30.38,Default,,0000,0000,0000,,entity that is stuck to the enemy’s face. Dialogue: 0,0:01:30.38,0:01:34.07,Default,,0000,0000,0000,,If the player character enters the cone, they\Nget detected. Dialogue: 0,0:01:34.07,0:01:37.05,Default,,0000,0000,0000,,It’s a touch more complicated than that,\Nof course. Dialogue: 0,0:01:37.05,0:01:41.54,Default,,0000,0000,0000,,A simple cone would allow characters to stay\Nunseen even if they were right next to the Dialogue: 0,0:01:41.54,0:01:44.75,Default,,0000,0000,0000,,enemy - so more complex shapes are often used. Dialogue: 0,0:01:44.75,0:01:49.77,Default,,0000,0000,0000,,In Splinter Cell Blacklist, there’s a basic\Nvision cone for the guard’s primary sightline, Dialogue: 0,0:01:49.77,0:01:53.76,Default,,0000,0000,0000,,but a second, much wider box to simulate peripheral\Nvision. Dialogue: 0,0:01:53.76,0:01:59.07,Default,,0000,0000,0000,,And even a small area behind the guard to\Nmimic that sixth sense of knowing when someone’s Dialogue: 0,0:01:59.07,0:02:01.26,Default,,0000,0000,0000,,just over your shoulder. Dialogue: 0,0:02:01.26,0:02:05.40,Default,,0000,0000,0000,,Developers will also need to consider the\Nheight of the cone, depending on whether the Dialogue: 0,0:02:05.40,0:02:08.79,Default,,0000,0000,0000,,character should be able to hide when they’re\Nabove enemies. Dialogue: 0,0:02:08.79,0:02:14.16,Default,,0000,0000,0000,,To know if the player is in cover, a game\Nwill typically use a raycast - which is basically Dialogue: 0,0:02:14.16,0:02:19.57,Default,,0000,0000,0000,,when an invisible line is drawn between two\Nelements to see - in this case - if anything Dialogue: 0,0:02:19.57,0:02:21.26,Default,,0000,0000,0000,,is in the way. Dialogue: 0,0:02:21.26,0:02:27.34,Default,,0000,0000,0000,,You can make this more complex to catch moments\Nof partial cover: so, in Splinter Cell, the Dialogue: 0,0:02:27.34,0:02:32.01,Default,,0000,0000,0000,,enemy raycasts to eight different bones in\NSam Fisher’s player model - and will only Dialogue: 0,0:02:32.01,0:02:35.19,Default,,0000,0000,0000,,spot him if a certain number are visible. Dialogue: 0,0:02:35.19,0:02:42.18,Default,,0000,0000,0000,,Now, if the player enters the cone and isn’t\Nin cover, they probably don’t get immediately spotted. Dialogue: 0,0:02:42.18,0:02:45.92,Default,,0000,0000,0000,,Instead, the guard’s awareness of the player\Nstarts to grow. Dialogue: 0,0:02:45.92,0:02:51.35,Default,,0000,0000,0000,,The speed at which this meter fills might\Nbe slower if the character is further away, Dialogue: 0,0:02:51.35,0:02:55.88,Default,,0000,0000,0000,,or only in the guard’s peripheral vision,\Nor in low light, or crouching down, or Dialogue: 0,0:02:55.88,0:02:57.58,Default,,0000,0000,0000,,staying perfectly still. Dialogue: 0,0:02:57.58,0:03:01.71,Default,,0000,0000,0000,,When the meter tops out, though, the guard\Nwill know exactly where you are. Dialogue: 0,0:03:01.71,0:03:06.05,Default,,0000,0000,0000,,It’s also important to note that guards\Ncan be aware of more than just the player Dialogue: 0,0:03:06.05,0:03:10.26,Default,,0000,0000,0000,,character - such as open doors, interesting\Nobjects, or dead bodies. Dialogue: 0,0:03:10.26,0:03:14.97,Default,,0000,0000,0000,,This can be used to make interesting plans\Nlike traps and distractions - but it can also Dialogue: 0,0:03:14.97,0:03:18.92,Default,,0000,0000,0000,,help give the impression of intelligence and\Nawareness. Dialogue: 0,0:03:18.92,0:03:22.45,Default,,0000,0000,0000,,Now, simulating hearing is a different problem. Dialogue: 0,0:03:22.45,0:03:27.25,Default,,0000,0000,0000,,When you make a sound, like firing a gun,\Nwalking on a loud floor board, or throwing Dialogue: 0,0:03:27.25,0:03:33.02,Default,,0000,0000,0000,,a stone - the sound will be given a distance\N- related to the volume of that noise. Dialogue: 0,0:03:33.02,0:03:37.19,Default,,0000,0000,0000,,Any guard who is within that distance can\Nthen be told to go check out the source of Dialogue: 0,0:03:37.19,0:03:38.51,Default,,0000,0000,0000,,the sound. Dialogue: 0,0:03:38.51,0:03:43.72,Default,,0000,0000,0000,,However, a straight line between the sound\Nand the guard won’t work, because we expect Dialogue: 0,0:03:43.72,0:03:46.37,Default,,0000,0000,0000,,noises to be muffled by walls. Dialogue: 0,0:03:46.37,0:03:51.80,Default,,0000,0000,0000,,So the typical solution is to use the game’s\Npathfinding system - the same tech that allows Dialogue: 0,0:03:51.80,0:03:56.30,Default,,0000,0000,0000,,an enemy to find their way around a world\Nwithout bumping into objects. Dialogue: 0,0:03:56.30,0:04:01.39,Default,,0000,0000,0000,,Make the sound travel across that, and you’ll\Nmore realistically capture the way sound propagates Dialogue: 0,0:04:01.39,0:04:04.10,Default,,0000,0000,0000,,through an environment in real life. Dialogue: 0,0:04:04.10,0:04:08.92,Default,,0000,0000,0000,,That’s the gist of things, then, but more\Ncomplex stuff might be included in certain Dialogue: 0,0:04:08.93,0:04:14.36,Default,,0000,0000,0000,,games - for example, in Thief, guards can\Nhave second-hand information about the player Dialogue: 0,0:04:14.36,0:04:17.02,Default,,0000,0000,0000,,based on what other enemies are up to. Dialogue: 0,0:04:17.02,0:04:22.39,Default,,0000,0000,0000,,And in Hitman 2, enforcer characters are way\Nless perceptive of Agent 47 if he’s facing Dialogue: 0,0:04:22.39,0:04:25.78,Default,,0000,0000,0000,,away from them, which gives disguises more\Npower. Dialogue: 0,0:04:25.78,0:04:32.32,Default,,0000,0000,0000,,Links to more detailed technical information\Ncan be found in the description beneath this video. Dialogue: 0,0:04:32.32,0:04:38.48,Default,,0000,0000,0000,,When done well, this system should create\Na pretty realistic representation of a human’s Dialogue: 0,0:04:38.48,0:04:40.71,Default,,0000,0000,0000,,visual and auditory perception. Dialogue: 0,0:04:40.71,0:04:45.28,Default,,0000,0000,0000,,You can then make educated decisions about\Nwhere you will be safe, using your real-world Dialogue: 0,0:04:45.28,0:04:50.09,Default,,0000,0000,0000,,knowledge of how sight works in different\Nlight conditions, or how sound might be muffled Dialogue: 0,0:04:50.09,0:04:51.09,Default,,0000,0000,0000,,by a wall. Dialogue: 0,0:04:51.09,0:04:55.37,Default,,0000,0000,0000,,But there’s always going to be a certain\Nlevel of ambiguity for the player to deal Dialogue: 0,0:04:55.37,0:04:58.08,Default,,0000,0000,0000,,with - which can lead to friction and frustration. Dialogue: 0,0:04:58.08,0:05:01.83,Default,,0000,0000,0000,,I’m sure you’ve played a stealth game\Nwhere you thought you were totally invisible, Dialogue: 0,0:05:01.83,0:05:04.00,Default,,0000,0000,0000,,but the guard saw you anyway. Dialogue: 0,0:05:04.00,0:05:08.31,Default,,0000,0000,0000,,So to help players make sense of this stuff,\Nthere’s a few smart ways that devs can make Dialogue: 0,0:05:08.31,0:05:11.02,Default,,0000,0000,0000,,these perception systems more obvious. Dialogue: 0,0:05:11.02,0:05:14.28,Default,,0000,0000,0000,,The first is helpful interface elements. Dialogue: 0,0:05:14.28,0:05:18.56,Default,,0000,0000,0000,,Even way back in Thief, the developers knew\Nthat it was tough for players to understand Dialogue: 0,0:05:18.57,0:05:23.93,Default,,0000,0000,0000,,how lit their character was from a first-person\Nperspective, so there’s a light gem at the Dialogue: 0,0:05:23.93,0:05:27.69,Default,,0000,0000,0000,,bottom of the screen to show your current\Nvisibility. Dialogue: 0,0:05:27.69,0:05:32.10,Default,,0000,0000,0000,,And in Splinter Cell, the awkward challenge\Nof knowing how much sound you’re making, Dialogue: 0,0:05:32.10,0:05:35.69,Default,,0000,0000,0000,,is helped by a visualiser on Sam’s head’s\Nup display. Dialogue: 0,0:05:35.69,0:05:40.87,Default,,0000,0000,0000,,Also, most games have some kind of detection\Nindicator on their interface, which mimics Dialogue: 0,0:05:40.87,0:05:43.45,Default,,0000,0000,0000,,the guard’s awareness meter from earlier. Dialogue: 0,0:05:43.45,0:05:47.05,Default,,0000,0000,0000,,This helps the player know that they’re\Nabout to be made - and sometimes even shows Dialogue: 0,0:05:47.05,0:05:50.10,Default,,0000,0000,0000,,you the location of the guard who’s seen\Nyou. Dialogue: 0,0:05:50.10,0:05:55.39,Default,,0000,0000,0000,,Next up is using animation and audio to help\Ncommunicate a guard’s status to the player. Dialogue: 0,0:05:55.39,0:06:00.92,Default,,0000,0000,0000,,A guard who is idly lazing about might suggest\Nthat they have pretty weak perception, but Dialogue: 0,0:06:00.92,0:06:06.57,Default,,0000,0000,0000,,a suspicious enemy with their weapon raised\Nwill be way more alert to potential threats. Dialogue: 0,0:06:06.57,0:06:11.38,Default,,0000,0000,0000,,Audio barks also let you know that the guard\Nis starting to become aware of you. Dialogue: 0,0:06:11.38,0:06:13.80,Default,,0000,0000,0000,,Then there are refuge spaces. Dialogue: 0,0:06:13.80,0:06:17.40,Default,,0000,0000,0000,,These are places in the game world where,\Nin normal circumstances, Dialogue: 0,0:06:17.40,0:06:19.40,Default,,0000,0000,0000,,you are unambiguously hidden. Dialogue: 0,0:06:19.40,0:06:24.98,Default,,0000,0000,0000,,That might be the high-up gargoyles in Batman,\Nor areas of long grass in Assassin’s Creed, Dialogue: 0,0:06:24.98,0:06:27.77,Default,,0000,0000,0000,,or crates and cupboards in Hitman. Dialogue: 0,0:06:27.77,0:06:34.16,Default,,0000,0000,0000,,These give you at least one place where you\Ncan scout and plan from a position of total safety. Dialogue: 0,0:06:34.16,0:06:39.72,Default,,0000,0000,0000,,Another big solution is player favouring - which\Nis the art of handicapping systems to bias Dialogue: 0,0:06:39.72,0:06:40.72,Default,,0000,0000,0000,,the player. Dialogue: 0,0:06:40.72,0:06:45.30,Default,,0000,0000,0000,,As Splinter Cell Blacklist programmer Martin\NWalsh says, “it doesn’t matter what the Dialogue: 0,0:06:45.30,0:06:49.12,Default,,0000,0000,0000,,NPC can see or hear from a simulation perspective. Dialogue: 0,0:06:49.12,0:06:54.52,Default,,0000,0000,0000,,It’s what the player thinks the NPC should\Nbe able to see or hear”. Dialogue: 0,0:06:54.52,0:06:59.74,Default,,0000,0000,0000,,So in his game, a guard’s hearing is reduced\Nby half when they’re offscreen, because Dialogue: 0,0:06:59.74,0:07:03.85,Default,,0000,0000,0000,,it feels unfair to be heard by someone you\Ncan’t even see. Dialogue: 0,0:07:03.85,0:07:09.03,Default,,0000,0000,0000,,And in The Last of Us, enemies typically raycast\Nto Joel’s head to determine line of sight Dialogue: 0,0:07:09.03,0:07:14.43,Default,,0000,0000,0000,,- but that changes to his chest when he’s\Ncrouching, to let him peep over cover without Dialogue: 0,0:07:14.43,0:07:15.81,Default,,0000,0000,0000,,being spotted. Dialogue: 0,0:07:15.81,0:07:21.42,Default,,0000,0000,0000,,And then the biggest help of all, as discussed\Nearlier, is a fuzzy detection system. Dialogue: 0,0:07:21.42,0:07:25.84,Default,,0000,0000,0000,,If you were immediately spotted when you touched\Nthe guard’s vision cone, that wouldn’t Dialogue: 0,0:07:25.84,0:07:27.11,Default,,0000,0000,0000,,feel very fair. Dialogue: 0,0:07:27.11,0:07:32.31,Default,,0000,0000,0000,,So it makes sense that guards take a few moments\Nto become aware of your presence before being Dialogue: 0,0:07:32.31,0:07:34.28,Default,,0000,0000,0000,,totally alerted. Dialogue: 0,0:07:34.28,0:07:40.12,Default,,0000,0000,0000,,Now there’s one final, and rather bold solution\Nto this problem: and that’s to simply reveal Dialogue: 0,0:07:40.14,0:07:41.98,Default,,0000,0000,0000,,these systems to the player. Dialogue: 0,0:07:41.98,0:07:47.07,Default,,0000,0000,0000,,In the excellent side-scrolling sneak ‘em\Nup Mark of the Ninja, the guard’s perception Dialogue: 0,0:07:47.07,0:07:50.20,Default,,0000,0000,0000,,is about as unambiguous as you can get: Dialogue: 0,0:07:50.20,0:07:52.93,Default,,0000,0000,0000,,Their vision cones are displayed on screen. Dialogue: 0,0:07:52.93,0:07:58.18,Default,,0000,0000,0000,,The ninja is either in shadow or in light\N- and that’s shown on the character’s sprite. Dialogue: 0,0:07:58.18,0:08:03.68,Default,,0000,0000,0000,,And when you make noises, you can see them\Nemanating from the source as big round pulses. Dialogue: 0,0:08:03.68,0:08:08.54,Default,,0000,0000,0000,,This is also shown to you before you even\Nmake the noise, which is helpful for knowing Dialogue: 0,0:08:08.54,0:08:14.30,Default,,0000,0000,0000,,whether your noisy distraction or sneaky getaway\Nwill be successful. Dialogue: 0,0:08:14.30,0:08:19.05,Default,,0000,0000,0000,,With the info on screen, there’s no arguing\Nabout what’s happening in the system. Dialogue: 0,0:08:19.05,0:08:21.92,Default,,0000,0000,0000,,You’re either in the cone, or you’re not. Dialogue: 0,0:08:21.92,0:08:25.63,Default,,0000,0000,0000,,And that sound either reached the guard’s\Nears, or it didn’t. Dialogue: 0,0:08:25.63,0:08:31.11,Default,,0000,0000,0000,,And so Ninja’s binary perception system\Ncan be paired up with a totally binary detection Dialogue: 0,0:08:31.11,0:08:37.51,Default,,0000,0000,0000,,system of instant awareness - though, there\Nis a slight analogue fuzziness on the very Dialogue: 0,0:08:37.51,0:08:39.40,Default,,0000,0000,0000,,edges of the enemy’s view cones. Dialogue: 0,0:08:39.40,0:08:40.66,Default,,0000,0000,0000,,GUARD: "Is someone up there?" Dialogue: 0,0:08:40.66,0:08:46.42,Default,,0000,0000,0000,,For a slightly more nuanced take on this,\Ncheck out Shadow Tactics: Blades of the Shogun. Dialogue: 0,0:08:46.42,0:08:52.19,Default,,0000,0000,0000,,Here, the vision cone is split into three\Nzones: the bright green part near the enemy’s Dialogue: 0,0:08:52.19,0:08:56.88,Default,,0000,0000,0000,,face is the danger zone and leads to a pretty\Ninstantaneous detection. Dialogue: 0,0:08:56.88,0:09:01.57,Default,,0000,0000,0000,,In the dark green part, you can stay hidden\Nif you’re crouched down, but will be spotted Dialogue: 0,0:09:01.57,0:09:03.10,Default,,0000,0000,0000,,if you stand up. Dialogue: 0,0:09:03.10,0:09:08.47,Default,,0000,0000,0000,,And the dotted part is for refuge zones like\Nbushes and high grass, where you will always Dialogue: 0,0:09:08.47,0:09:09.90,Default,,0000,0000,0000,,be invisible. Dialogue: 0,0:09:09.90,0:09:15.10,Default,,0000,0000,0000,,If you do trip the viewcone, the whole cone\Nwill fill up with yellow - and if the yellow Dialogue: 0,0:09:15.10,0:09:17.70,Default,,0000,0000,0000,,part touches your character, you’re spotted. Dialogue: 0,0:09:17.70,0:09:24.00,Default,,0000,0000,0000,,It’s a very elegant way of displaying all\Nthe necessary information, right there on screen. Dialogue: 0,0:09:24.00,0:09:29.01,Default,,0000,0000,0000,,Of course, it’s a lot harder to show this\Nsort of stuff in a fully 3D game. Dialogue: 0,0:09:29.01,0:09:33.41,Default,,0000,0000,0000,,The original Metal Gear Solid’s solution\Nwas to simply photocopy the game world into Dialogue: 0,0:09:33.41,0:09:39.04,Default,,0000,0000,0000,,a top-down, 2D representation on your radar,\Nand then draw the vision cones on that. Dialogue: 0,0:09:39.04,0:09:45.52,Default,,0000,0000,0000,,It’s a sorta hand-wavey solution that’s\Nstill being used in games like Deus Ex: Mankind Divided. Dialogue: 0,0:09:45.52,0:09:47.04,Default,,0000,0000,0000,,But it’s not impossible. Dialogue: 0,0:09:47.05,0:09:53.28,Default,,0000,0000,0000,,The Sly Cooper series has guards with torches\Nthat cast obvious pools of yellow light. Dialogue: 0,0:09:53.28,0:09:58.70,Default,,0000,0000,0000,,If you find yourself inside the light, you\Nget spotted - but otherwise you’re safe. Dialogue: 0,0:09:58.70,0:10:00.34,Default,,0000,0000,0000,,Cartoony, yes. Dialogue: 0,0:10:00.34,0:10:03.62,Default,,0000,0000,0000,,But also, immediately readable. Dialogue: 0,0:10:03.62,0:10:09.56,Default,,0000,0000,0000,,The most important thing, though, is the experience\Nthat these different perception systems lead to. Dialogue: 0,0:10:09.56,0:10:15.10,Default,,0000,0000,0000,,When the system is made analogue and ambiguous,\Nthe player must evaluate the environment with Dialogue: 0,0:10:15.10,0:10:20.50,Default,,0000,0000,0000,,an immersive and realistic understanding of\Nlight, shadow, distance, and sound. Dialogue: 0,0:10:20.50,0:10:25.69,Default,,0000,0000,0000,,And it also gives the game a certain level\Nof tension - where you can never been 100% Dialogue: 0,0:10:25.69,0:10:27.19,Default,,0000,0000,0000,,sure that you’re safe. Dialogue: 0,0:10:27.19,0:10:32.02,Default,,0000,0000,0000,,And I think this fits quite nicely with the\Ncore stealth fantasy: these are games where Dialogue: 0,0:10:32.02,0:10:37.15,Default,,0000,0000,0000,,your power doesn’t come through sheer brute\Nforce, but only through your ability to hide Dialogue: 0,0:10:37.15,0:10:38.51,Default,,0000,0000,0000,,from the enemy. Dialogue: 0,0:10:38.51,0:10:43.11,Default,,0000,0000,0000,,So having your sneaky status be fragile and\Nfuzzy reminds you that you’re always at Dialogue: 0,0:10:43.11,0:10:46.85,Default,,0000,0000,0000,,risk of losing your tenuous advantage over\Nthe enemy. Dialogue: 0,0:10:46.85,0:10:51.39,Default,,0000,0000,0000,,As Thief programmer Tom Leonard says, “it's\Nabout getting the player's heart pounding Dialogue: 0,0:10:51.39,0:10:54.29,Default,,0000,0000,0000,,by holding them on the cusp” of being found. Dialogue: 0,0:10:54.29,0:10:58.59,Default,,0000,0000,0000,,And it’s especially important to hide this\Nstuff in survival horror games that borrow Dialogue: 0,0:10:58.59,0:11:00.10,Default,,0000,0000,0000,,stealth elements. Dialogue: 0,0:11:00.10,0:11:04.85,Default,,0000,0000,0000,,In a game like Alien Isolation, it would be\Nrubbish if you could see exactly where the Dialogue: 0,0:11:04.85,0:11:06.41,Default,,0000,0000,0000,,Xenomorph was looking. Dialogue: 0,0:11:06.41,0:11:12.64,Default,,0000,0000,0000,,A huge amount of fear and anxiety is derived\Nfrom your shaky knowledge of the alien’s senses. Dialogue: 0,0:11:12.64,0:11:15.58,Default,,0000,0000,0000,,But making the system completely obvious has\Nits own advantages. Dialogue: 0,0:11:15.58,0:11:21.36,Default,,0000,0000,0000,,It puts way more power in your hands, and\Nallows you to play with a huge amount of confidence. Dialogue: 0,0:11:21.36,0:11:27.28,Default,,0000,0000,0000,,You can feel more like an apex predator, luring\Nenemies into traps or sneaking in for a silent kill. Dialogue: 0,0:11:27.28,0:11:32.44,Default,,0000,0000,0000,,As Ninja producer Jamie Cheng put it, “as\Nwe were iterating, I found that I wasn't nearly Dialogue: 0,0:11:32.44,0:11:37.02,Default,,0000,0000,0000,,as interested in guessing whether a guard\Nwould hear me or not, and way more interested Dialogue: 0,0:11:37.02,0:11:39.47,Default,,0000,0000,0000,,in creating an elaborate death trap”. Dialogue: 0,0:11:39.47,0:11:44.75,Default,,0000,0000,0000,,Of course, the predator feel can be achieved\Nthrough other methods, like those aforementioned Dialogue: 0,0:11:44.75,0:11:50.01,Default,,0000,0000,0000,,refuge zones and by giving the player a bucketload\Nof gadgets and super powers - but the more Dialogue: 0,0:11:50.01,0:11:54.20,Default,,0000,0000,0000,,accurately they can predict the enemy’s\Nperception, the quicker the player will get Dialogue: 0,0:11:54.20,0:11:56.12,Default,,0000,0000,0000,,to that experience. Dialogue: 0,0:11:57.02,0:11:59.04,Default,,0000,0000,0000,,So, that’s it for lesson one. Dialogue: 0,0:11:59.04,0:12:04.29,Default,,0000,0000,0000,,Stealth game guards see and hear through a\Nsystem of simulated eyes and ears - and developers Dialogue: 0,0:12:04.29,0:12:09.30,Default,,0000,0000,0000,,can create very different experiences, depending\Non how much of that system they surface to Dialogue: 0,0:12:09.30,0:12:10.58,Default,,0000,0000,0000,,the player. Dialogue: 0,0:12:10.58,0:12:15.20,Default,,0000,0000,0000,,Come back next time for more deep dives into\Nsneak ‘em up design. Dialogue: 0,0:12:15.20,0:12:19.44,Default,,0000,0000,0000,,And if you subscribe to my channel, you’ll\Nget access to the new episode as soon as it Dialogue: 0,0:12:19.44,0:12:20.46,Default,,0000,0000,0000,,goes live. Dialogue: 0,0:12:22.58,0:12:24.26,Default,,0000,0000,0000,,Hey. Thanks for watching. Dialogue: 0,0:12:24.26,0:12:28.54,Default,,0000,0000,0000,,I hope you’re all doing okay in the midst\Nof this awful coronavirus pandemic. Dialogue: 0,0:12:28.54,0:12:33.19,Default,,0000,0000,0000,,It’s such a scary situation, so please stay\Nsafe, wash your hands, Dialogue: 0,0:12:33.19,0:12:35.73,Default,,0000,0000,0000,,and follow the necessary guidelines. Dialogue: 0,0:12:35.73,0:12:40.20,Default,,0000,0000,0000,,I’ll do my best to keep making interesting\Nstuff to keep you busy and entertained.