[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:03.81,0:00:07.78,Default,,0000,0000,0000,,Stealth game heroes always have the best gadgets. Dialogue: 0,0:00:07.78,0:00:13.77,Default,,0000,0000,0000,,From Agent 47’s piano wire, to Sam Fisher’s\Ngoofy goggles, to Emily Kaldwin’s fistful Dialogue: 0,0:00:13.77,0:00:20.28,Default,,0000,0000,0000,,of superpowers - these sneaky boys and girls\Nare often defined by their iconic inventory items. Dialogue: 0,0:00:20.28,0:00:25.22,Default,,0000,0000,0000,,Because the truth is: stealth games aren’t\Njust about waiting for guards to move out Dialogue: 0,0:00:25.22,0:00:27.26,Default,,0000,0000,0000,,the way before you sneak past. Dialogue: 0,0:00:27.26,0:00:32.99,Default,,0000,0000,0000,,Instead, they’re about using gadgets, super\Npowers, and abilities to tip the situation Dialogue: 0,0:00:32.99,0:00:34.43,Default,,0000,0000,0000,,to your advantage. Dialogue: 0,0:00:34.43,0:00:39.84,Default,,0000,0000,0000,,So welcome back to the School of Stealth - a\Nmini-series about the design of sneaky games. Dialogue: 0,0:00:39.84,0:00:44.51,Default,,0000,0000,0000,,For episode two, we’re now deep behind enemy\Nlines, and ready to move on. Dialogue: 0,0:00:44.51,0:00:50.91,Default,,0000,0000,0000,,So it’s time to reach into our utility belt\Nand pick out the five types of stealth game gadget. Dialogue: 0,0:00:50.91,0:00:57.48,Default,,0000,0000,0000,,So, like I said, most stealth mechanics can\Nbe bundled into five key categories. Dialogue: 0,0:00:57.48,0:01:00.96,Default,,0000,0000,0000,,Category one covers gadgets that let you gather\Ninformation. Dialogue: 0,0:01:00.97,0:01:05.22,Default,,0000,0000,0000,,Anything that lets you see beyond the limited\Nviewpoint of your character. Dialogue: 0,0:01:05.22,0:01:10.25,Default,,0000,0000,0000,,So while a shut door would usually restrict\Nyour knowledge of what’s behind it, Sam Dialogue: 0,0:01:10.25,0:01:14.59,Default,,0000,0000,0000,,Fisher can slip an optic fibre camera underneath\Nand spy on the room ahead. Dialogue: 0,0:01:14.59,0:01:17.73,Default,,0000,0000,0000,,There’s also the motion tracker in Alien\NIsolation. Dialogue: 0,0:01:17.73,0:01:20.37,Default,,0000,0000,0000,,Peeking through keyholes in Invisible Inc. Dialogue: 0,0:01:20.37,0:01:22.47,Default,,0000,0000,0000,,Leaning around cover in Dishonored. Dialogue: 0,0:01:22.47,0:01:25.63,Default,,0000,0000,0000,,And night vision goggles that highlight enemies\Nin the dark. Dialogue: 0,0:01:25.63,0:01:30.14,Default,,0000,0000,0000,,You could even count Snake’s interrogation\Nskills, which force enemies to give up intel Dialogue: 0,0:01:30.14,0:01:33.31,Default,,0000,0000,0000,,on guard patrols and ammo caches. Dialogue: 0,0:01:33.31,0:01:37.08,Default,,0000,0000,0000,,These gadgets give you an informational advantage\Nover the enemy. Dialogue: 0,0:01:37.08,0:01:42.16,Default,,0000,0000,0000,,And as Gunpoint creator Tom Francis says “when\Nyou know more about the enemy than they know Dialogue: 0,0:01:42.16,0:01:45.06,Default,,0000,0000,0000,,about you, you can factor them into your thinking. Dialogue: 0,0:01:45.06,0:01:49.46,Default,,0000,0000,0000,,[And that] information is the raw material\Nplans are made of”. Dialogue: 0,0:01:49.46,0:01:52.67,Default,,0000,0000,0000,,These gadgets also dictate the pace of the\Ngame. Dialogue: 0,0:01:52.67,0:01:57.63,Default,,0000,0000,0000,,The rhythm of a stealth game is defined by\Na moment of carefully observing the next room Dialogue: 0,0:01:57.63,0:01:59.52,Default,,0000,0000,0000,,- and then moving through it. Dialogue: 0,0:01:59.52,0:02:04.64,Default,,0000,0000,0000,,It’s a constant, repeating loop of observation\Nand execution. Dialogue: 0,0:02:04.64,0:02:08.80,Default,,0000,0000,0000,,Category two covers gadgets that let you manipulate\Nenemies. Dialogue: 0,0:02:08.81,0:02:14.34,Default,,0000,0000,0000,,On the previous episode, I talked about how\Nstealth game guards can see and hear the player Dialogue: 0,0:02:14.34,0:02:17.33,Default,,0000,0000,0000,,by using simulated eyes and ears. Dialogue: 0,0:02:17.33,0:02:21.94,Default,,0000,0000,0000,,These gadgets let us use those sensory systems\Nto our advantage. Dialogue: 0,0:02:21.94,0:02:28.36,Default,,0000,0000,0000,,So the Playboy magazine, the decoy, and the\Ndropped weapon can pique a guard’s visual interest. Dialogue: 0,0:02:28.36,0:02:33.38,Default,,0000,0000,0000,,The sonic Batarang, the speaker on the sticky\Ncamera, and the trusty ol’ rock, meanwhile, Dialogue: 0,0:02:33.38,0:02:35.48,Default,,0000,0000,0000,,can trigger a guard’s hearing response. Dialogue: 0,0:02:35.48,0:02:40.77,Default,,0000,0000,0000,,Sometimes, the distracting element is actually\Nfound within the world itself, like overflowing Dialogue: 0,0:02:40.77,0:02:42.03,Default,,0000,0000,0000,,a sink in Hitman. Dialogue: 0,0:02:42.03,0:02:47.81,Default,,0000,0000,0000,,All of these allow us to move AI characters\Noff of their patrol path, and into a position Dialogue: 0,0:02:47.81,0:02:49.39,Default,,0000,0000,0000,,that works for us. Dialogue: 0,0:02:49.39,0:02:53.87,Default,,0000,0000,0000,,For some, that might have you open a tiny\Nwindow in the guard’s patrol so you can Dialogue: 0,0:02:53.87,0:02:55.12,Default,,0000,0000,0000,,slip past unnoticed. Dialogue: 0,0:02:55.12,0:03:00.19,Default,,0000,0000,0000,,For others, it’s about luring enemies into\Ntraps or guiding them into the dark for an Dialogue: 0,0:03:00.19,0:03:01.43,Default,,0000,0000,0000,,easy takedown. Dialogue: 0,0:03:01.43,0:03:05.71,Default,,0000,0000,0000,,You can also go further and use gadgets to\Nchange the guard’s behaviour. Dialogue: 0,0:03:05.71,0:03:10.90,Default,,0000,0000,0000,,In Mark of the Ninja, the Terror Dart causes\Nan enemy to become panicked and paranoid, Dialogue: 0,0:03:10.90,0:03:15.78,Default,,0000,0000,0000,,and you can use this to make them accidentally\Nkill their own team mates. Dialogue: 0,0:03:15.78,0:03:19.80,Default,,0000,0000,0000,,Category three covers gadgets that let you\Nredefine space. Dialogue: 0,0:03:19.80,0:03:23.91,Default,,0000,0000,0000,,And to make sense of them, we need to take\Na moment to consider how stealth game levels Dialogue: 0,0:03:23.91,0:03:25.04,Default,,0000,0000,0000,,are designed. Dialogue: 0,0:03:25.04,0:03:30.21,Default,,0000,0000,0000,,Thief’s project lead Greg LoPiccolo talks\Nabout “space being the commodity that you Dialogue: 0,0:03:30.21,0:03:34.54,Default,,0000,0000,0000,,are trading in”, and points out how a stealth\Ngame level is split between areas of Dialogue: 0,0:03:34.54,0:03:36.52,Default,,0000,0000,0000,,safety and danger. Dialogue: 0,0:03:36.53,0:03:42.32,Default,,0000,0000,0000,,In Thief, that idea operates on two axes:\Nlight and shadow on one axis, and loud and Dialogue: 0,0:03:42.32,0:03:44.04,Default,,0000,0000,0000,,quiet on the other. Dialogue: 0,0:03:44.04,0:03:48.29,Default,,0000,0000,0000,,Other games might have a different split, \Nlike high and low in Batman Dialogue: 0,0:03:48.29,0:03:50.26,Default,,0000,0000,0000,,or public and private in Hitman, Dialogue: 0,0:03:50.26,0:03:55.58,Default,,0000,0000,0000,,but the idea is the same: a stealth\Ngame level is like a sea of danger, and you’ve Dialogue: 0,0:03:55.58,0:03:58.33,Default,,0000,0000,0000,,got to swim between the islands of safety. Dialogue: 0,0:03:58.33,0:04:02.11,Default,,0000,0000,0000,,However, these gadgets let you manipulate\Nthis set-up. Dialogue: 0,0:04:02.11,0:04:08.32,Default,,0000,0000,0000,,So in Thief, the water arrows can douse candles\N- turning a brightly-lit area of danger into Dialogue: 0,0:04:08.32,0:04:10.54,Default,,0000,0000,0000,,a dark corner of safety. Dialogue: 0,0:04:10.54,0:04:15.63,Default,,0000,0000,0000,,On the other axis, the moss arrows can create\Ngrassy rugs that you can stand on without Dialogue: 0,0:04:15.63,0:04:20.17,Default,,0000,0000,0000,,making noise, changing that zone from loud\Nto quiet. Dialogue: 0,0:04:20.17,0:04:24.71,Default,,0000,0000,0000,,Another twist on this, is letting you change\Nyour character so that you can exist in a Dialogue: 0,0:04:24.71,0:04:30.00,Default,,0000,0000,0000,,dangerous space, but with relative safety\N- like using the camouflage system to blend Dialogue: 0,0:04:30.00,0:04:35.61,Default,,0000,0000,0000,,in with the surroundings in Metal Gear Solid\N3, or using disguises to upgrade Agent 47’s Dialogue: 0,0:04:35.61,0:04:37.97,Default,,0000,0000,0000,,credentials in the Hitman series. Dialogue: 0,0:04:37.97,0:04:43.01,Default,,0000,0000,0000,,These gadgets let you see levels as not just\Na static puzzle to solve, but an opportunity Dialogue: 0,0:04:43.01,0:04:46.56,Default,,0000,0000,0000,,to change things so they put you at an advantage. Dialogue: 0,0:04:46.56,0:04:50.20,Default,,0000,0000,0000,,Category four covers gadgets that let you\Nalter your movement. Dialogue: 0,0:04:50.20,0:04:54.95,Default,,0000,0000,0000,,Typically, these are mechanics that let you\Nreach spots that guards can’t get to. Dialogue: 0,0:04:54.95,0:04:58.59,Default,,0000,0000,0000,,So, there’s Batman’s grapnel which lets\Nyou shoot up to the gargoyles that are high Dialogue: 0,0:04:58.59,0:04:59.99,Default,,0000,0000,0000,,above the room. Dialogue: 0,0:04:59.99,0:05:05.08,Default,,0000,0000,0000,,Sam Fisher’s split jump, which - in certain\Ncorridors - lets you stand above enemies without Dialogue: 0,0:05:05.08,0:05:06.24,Default,,0000,0000,0000,,being seen. Dialogue: 0,0:05:06.24,0:05:10.87,Default,,0000,0000,0000,,And there’s Dishonored’s wonderful short-range\Nteleport move: Blink, which lets you clamber Dialogue: 0,0:05:10.87,0:05:14.65,Default,,0000,0000,0000,,up to high up places - and also dart between\Nareas of cover. Dialogue: 0,0:05:14.65,0:05:18.64,Default,,0000,0000,0000,,We don’t see these audacious moves in every\Nstealth game, though. Dialogue: 0,0:05:18.64,0:05:23.83,Default,,0000,0000,0000,,Mostly, these games concentrate on stances\N- like standing up, crouching down, and laying Dialogue: 0,0:05:23.83,0:05:30.04,Default,,0000,0000,0000,,prone - all of which confer different levels\Nof visibility, noise, and speed of movement. Dialogue: 0,0:05:30.04,0:05:34.95,Default,,0000,0000,0000,,Finally, category five covers gadgets that\Nlet you incapacitate enemies. Dialogue: 0,0:05:34.95,0:05:40.04,Default,,0000,0000,0000,,Where would stealth games be without the blackjack,\Nthe trip-mine, or the trusty (and admittedly Dialogue: 0,0:05:40.04,0:05:42.51,Default,,0000,0000,0000,,unrealistic) silenced pistol? Dialogue: 0,0:05:42.51,0:05:46.20,Default,,0000,0000,0000,,The stealth game fantasy doesn’t preclude\Ntaking out guards Dialogue: 0,0:05:46.20,0:05:48.51,Default,,0000,0000,0000,,as long as you cover up the evidence. Dialogue: 0,0:05:48.51,0:05:54.41,Default,,0000,0000,0000,,Importantly, though, stealth games don’t\Noften give you machine guns and rocket launchers. Dialogue: 0,0:05:54.41,0:05:58.88,Default,,0000,0000,0000,,Because, if you think about these five types\Nof gadget - they’re about letting you find Dialogue: 0,0:05:58.88,0:06:04.64,Default,,0000,0000,0000,,an advantage over the enemy on practically\Nevery axis - except sheer brute force. Dialogue: 0,0:06:04.64,0:06:09.26,Default,,0000,0000,0000,,You know more, you can move more freely, and\Nyou can manipulate guards into doing what Dialogue: 0,0:06:09.26,0:06:15.18,Default,,0000,0000,0000,,you want - all of which puts you in total\Ncontrol, until you get into a straight up firefight. Dialogue: 0,0:06:15.18,0:06:19.68,Default,,0000,0000,0000,,But more on that in a future episode. Dialogue: 0,0:06:19.69,0:06:24.95,Default,,0000,0000,0000,,The other thing that these gadgets all have\Nin common, though, is that they must be balanced. Dialogue: 0,0:06:24.95,0:06:29.37,Default,,0000,0000,0000,,Without careful consideration for how these\Nmechanics should be limited or countered - they Dialogue: 0,0:06:29.37,0:06:32.51,Default,,0000,0000,0000,,can cause all sorts of problems in the design. Dialogue: 0,0:06:32.51,0:06:38.76,Default,,0000,0000,0000,,So, unrestricted use of gadgets that let you\Nmanipulate enemies and space can lead to dominant Dialogue: 0,0:06:38.76,0:06:44.46,Default,,0000,0000,0000,,strategies - which are simple and incredibly\Neffective tactics that you can use again and Dialogue: 0,0:06:44.46,0:06:47.38,Default,,0000,0000,0000,,again, in place of more interesting solutions. Dialogue: 0,0:06:47.38,0:06:51.80,Default,,0000,0000,0000,,Things like using an endless supply of rocks\Nto slip past braindead enemies, or dousing Dialogue: 0,0:06:51.80,0:06:53.65,Default,,0000,0000,0000,,every torch you see. Dialogue: 0,0:06:53.65,0:06:57.73,Default,,0000,0000,0000,,Gadgets that confer too much information can\Nbreak the flow of the game. Dialogue: 0,0:06:57.73,0:07:02.47,Default,,0000,0000,0000,,So in Assassin’s Creed Origins, you can\Nfly your eagle buddy over a base like a feathered Dialogue: 0,0:07:02.47,0:07:05.25,Default,,0000,0000,0000,,drone, and tag every enemy you see. Dialogue: 0,0:07:05.25,0:07:09.70,Default,,0000,0000,0000,,This then gives you complete knowledge of\Nwhere that enemy is, for as long as they’re alive. Dialogue: 0,0:07:09.70,0:07:15.14,Default,,0000,0000,0000,,This breaks that wonderful stealth game rhythm,\Nessentially flattening it out into a single, Dialogue: 0,0:07:15.14,0:07:21.62,Default,,0000,0000,0000,,effortless observation stage - followed by\Nan unimpeded, and relatively low-stakes, execution phase. Dialogue: 0,0:07:21.62,0:07:26.66,Default,,0000,0000,0000,,And using overpowered weapons to kill (or\Npermanently incapacitate) every guard you Dialogue: 0,0:07:26.67,0:07:31.16,Default,,0000,0000,0000,,see can actually reduce the complexity of\Nthe situation. Dialogue: 0,0:07:31.16,0:07:35.58,Default,,0000,0000,0000,,Game design professor Robert Yang says that\Nkilling foes in stealth games “depopulates Dialogue: 0,0:07:35.58,0:07:39.66,Default,,0000,0000,0000,,a level, severs connections between systems,\Nand makes the game boring”. Dialogue: 0,0:07:39.66,0:07:45.10,Default,,0000,0000,0000,,If you’ve ever had to exfiltrate a Dishonored\Nlevel by simply walking past all the corpses Dialogue: 0,0:07:45.10,0:07:47.59,Default,,0000,0000,0000,,you made earlier, you’ll get what he means. Dialogue: 0,0:07:47.59,0:07:52.76,Default,,0000,0000,0000,,Oh, and there’s also that problem of x-ray\Nvision modes being so helpful that you never Dialogue: 0,0:07:52.76,0:07:57.45,Default,,0000,0000,0000,,want to turn them off - making the entire\Ngame look like it’s being played on an airport Dialogue: 0,0:07:57.45,0:07:59.27,Default,,0000,0000,0000,,security monitor. Dialogue: 0,0:07:59.27,0:08:02.70,Default,,0000,0000,0000,,So how can we balance the power of these gadgets? Dialogue: 0,0:08:02.70,0:08:06.27,Default,,0000,0000,0000,,One way is to give systems inherent limitations. Dialogue: 0,0:08:06.27,0:08:11.59,Default,,0000,0000,0000,,Look at Ghost Recon Wildlands, which has a\Nvery similar system to the eagle in Assassin’s Dialogue: 0,0:08:11.59,0:08:17.19,Default,,0000,0000,0000,,Creed, but the bird is replaced with a UAV\Nthat has a limited battery, a short range, Dialogue: 0,0:08:17.19,0:08:19.83,Default,,0000,0000,0000,,and can be shot down by observant enemies. Dialogue: 0,0:08:19.83,0:08:23.16,Default,,0000,0000,0000,,It lets you gather information, but it’s\Nnot omnipotent. Dialogue: 0,0:08:23.16,0:08:26.96,Default,,0000,0000,0000,,Likewise, The Last Us does let you see enemies\Nthrough walls - Dialogue: 0,0:08:26.96,0:08:29.78,Default,,0000,0000,0000,,but only when the enemy is making noise. Dialogue: 0,0:08:29.78,0:08:35.32,Default,,0000,0000,0000,,And Deus Ex lets you tag enemies, but there’s\Na limit to how many you can track simultaneously. Dialogue: 0,0:08:35.32,0:08:38.25,Default,,0000,0000,0000,,Another way is to make your power temporary. Dialogue: 0,0:08:38.25,0:08:42.96,Default,,0000,0000,0000,,Sam Fisher can overflow fuses to turn off\Nlights, but they’ll soon flicker back on. Dialogue: 0,0:08:42.96,0:08:48.15,Default,,0000,0000,0000,,A smoke bomb creates a tiny and temporary\Npocket of safety within a danger zone. Dialogue: 0,0:08:48.15,0:08:52.60,Default,,0000,0000,0000,,And when you knock out enemies in Invisible\NInc, they’ll wake back up after a few turns Dialogue: 0,0:08:52.60,0:08:56.11,Default,,0000,0000,0000,,- unless you sacrifice one of your team mates\Nto pin them down. Dialogue: 0,0:08:56.11,0:09:01.35,Default,,0000,0000,0000,,A rather obvious way to restrict something’s\Npower is just to limit how many you have. Dialogue: 0,0:09:01.35,0:09:05.79,Default,,0000,0000,0000,,In Chaos Theory, you only get a few sticky\Ncameras per level, and in Thief you have to Dialogue: 0,0:09:05.79,0:09:09.80,Default,,0000,0000,0000,,pay for water arrows with the money you stole\Nin previous stages. Dialogue: 0,0:09:09.80,0:09:13.90,Default,,0000,0000,0000,,While some games let you throw infinite stones\Nwith a touch of the button, Dishonored makes Dialogue: 0,0:09:13.90,0:09:16.53,Default,,0000,0000,0000,,you find physical objects in the world. Dialogue: 0,0:09:16.53,0:09:20.98,Default,,0000,0000,0000,,And in Hitman, you can only stuff two enemies\Nin a cupboard before it’s full up. Dialogue: 0,0:09:20.98,0:09:25.09,Default,,0000,0000,0000,,You can also give AI the ability to counter\Nyour best moves. Dialogue: 0,0:09:25.09,0:09:30.34,Default,,0000,0000,0000,,Enforcers in Hitman are characters who can\Nsee through disguises, so private areas keep Dialogue: 0,0:09:30.34,0:09:31.68,Default,,0000,0000,0000,,some of their danger. Dialogue: 0,0:09:31.68,0:09:36.97,Default,,0000,0000,0000,,And in Shadow Tactics: Blades of the Shogun,\Nenemies who wear straw hats simply aren’t Dialogue: 0,0:09:36.97,0:09:37.97,Default,,0000,0000,0000,,distracted by rocks. Dialogue: 0,0:09:37.97,0:09:39.74,Default,,0000,0000,0000,,I don’t know the logic behind that decision. Dialogue: 0,0:09:39.74,0:09:41.78,Default,,0000,0000,0000,,But, hey, video games. Dialogue: 0,0:09:41.78,0:09:46.15,Default,,0000,0000,0000,,This can also be handled adaptively, like\Nin Metal Gear Solid V where guards will start Dialogue: 0,0:09:46.15,0:09:49.04,Default,,0000,0000,0000,,wearing helmets if you’re too handy with\Nthe headshot. Dialogue: 0,0:09:49.04,0:09:54.15,Default,,0000,0000,0000,,An even bolder take on this idea is the game\NECHO, where enemies learn and then copy your Dialogue: 0,0:09:54.15,0:09:58.63,Default,,0000,0000,0000,,tactics, which means if you stick to one powerful\Ntechnique, you shouldn’t be surprised if Dialogue: 0,0:09:58.63,0:10:01.27,Default,,0000,0000,0000,,your opponents start using it against you. Dialogue: 0,0:10:01.27,0:10:06.42,Default,,0000,0000,0000,,There’s also an opportunity to provide unique\Nset-ups for certain levels or areas, which Dialogue: 0,0:10:06.42,0:10:08.82,Default,,0000,0000,0000,,temporarily thwart your favourite plans. Dialogue: 0,0:10:08.82,0:10:12.62,Default,,0000,0000,0000,,In Splinter Cell: Chaos Theory, for example,\Nthere’s a level on a ship where the engine Dialogue: 0,0:10:12.62,0:10:17.27,Default,,0000,0000,0000,,room is filled with gas - which means you\Ncan’t use your weapons or everything will Dialogue: 0,0:10:17.27,0:10:18.27,Default,,0000,0000,0000,,go boom. Dialogue: 0,0:10:18.27,0:10:21.64,Default,,0000,0000,0000,,Then there’s the layout of the level and\Nthe guard patrol patterns. Dialogue: 0,0:10:21.64,0:10:26.40,Default,,0000,0000,0000,,One guard on their own can be easily dispatched,\Nbut two guards who are looking at each other Dialogue: 0,0:10:26.40,0:10:29.57,Default,,0000,0000,0000,,will require a much more complex plan to overcome. Dialogue: 0,0:10:29.57,0:10:35.41,Default,,0000,0000,0000,,And, finally, there are abstract systems that\Nexist outside of the current situation. Dialogue: 0,0:10:35.41,0:10:40.54,Default,,0000,0000,0000,,So killing a guard in Invisible Inc causes\Nthe alarm system to ratchet up one level, Dialogue: 0,0:10:40.54,0:10:45.12,Default,,0000,0000,0000,,and using lethal takedowns in the Dishonored\Ngames makes you miss out on certain grades Dialogue: 0,0:10:45.12,0:10:50.05,Default,,0000,0000,0000,,on the end-of-level score system, and can\Ncause changes in the narrative. Dialogue: 0,0:10:50.05,0:10:54.93,Default,,0000,0000,0000,,The idea is to make players more thoughtful\Nabout the tactics they use, and try to stop Dialogue: 0,0:10:54.93,0:10:58.65,Default,,0000,0000,0000,,the game from veering into a more simplistic\Nexperience. Dialogue: 0,0:10:58.65,0:11:02.68,Default,,0000,0000,0000,,So using weapons should be risky, not effortless. Dialogue: 0,0:11:02.68,0:11:06.80,Default,,0000,0000,0000,,Information should be carefully gathered and\Nimperfect, not handed to you. Dialogue: 0,0:11:06.80,0:11:10.55,Default,,0000,0000,0000,,And strategies should be mixed up, not endlessly\Nrepeated. Dialogue: 0,0:11:10.55,0:11:12.53,Default,,0000,0000,0000,,That’s it for lesson two. Dialogue: 0,0:11:12.53,0:11:16.51,Default,,0000,0000,0000,,Come back next time for more deep dives into\Nsneak ‘em up design. Dialogue: 0,0:11:16.51,0:11:20.84,Default,,0000,0000,0000,,For now, let me know your favourite stealth\Ngame mechanic in the comments down below. Dialogue: 0,0:11:22.26,0:11:24.00,Default,,0000,0000,0000,,Hey. Thanks for watching! Dialogue: 0,0:11:24.00,0:11:30.28,Default,,0000,0000,0000,,GMTK recently hit 800,000 subscribers here\Non YouTube, which is just amazing. Dialogue: 0,0:11:30.28,0:11:34.96,Default,,0000,0000,0000,,If you hit the bell icon next to the subscribe\Nbutton, you will also get a notification your Dialogue: 0,0:11:34.96,0:11:37.33,Default,,0000,0000,0000,,phone when I release a new episode. Dialogue: 0,0:11:37.33,0:11:41.10,Default,,0000,0000,0000,,According to my analytics, 10 percent of you\Nhave already done that. Dialogue: 0,0:11:41.10,0:11:42.27,Default,,0000,0000,0000,,So hey! Thanks!