-
There aren’t many genres with such a strong
core fantasy, as the stealth game.
-
These are games about staying unseen, and
then striking from the shadows.
-
About outsmarting an entire army of enemies,
without them even knowing you exist.
-
These are games about spies, assassins,
and, uh, Batmen.
-
But making this fantasy work means balancing
a number of complicated game systems: from
-
enemy awareness, to information gathering,
to robust detection systems.
-
Get any of them wrong, and the whole thing
can crumple in on itself.
-
So, welcome to the School of Stealth.
-
This is a short, GMTK mini-series about how
stealth games work.
-
In each episode, I’m going to take one system
from the stealth game formula and break down how
-
it works - looking, where necessary, at the
technical side of things, the design considerations,
-
and the end user experience.
-
For episode one, we need to start where most
stealth games begin: with the player being
-
hidden.
-
And then ask ourselves: how do guards actually
see and hear the player?
-
Ultimately, guards in games are given virtual
eyes and ears that are designed to simulate
-
the two main human senses: sight and sound.
-
To simulate vision, video game guards typically
have a viewcone - which is an invisible, cheese-like
-
entity that is stuck to the enemy’s face.
-
If the player character enters the cone, they
get detected.
-
It’s a touch more complicated than that,
of course.
-
A simple cone would allow characters to stay
unseen even if they were right next to the
-
enemy - so more complex shapes are often used.
-
In Splinter Cell Blacklist, there’s a basic
vision cone for the guard’s primary sightline,
-
but a second, much wider box to simulate peripheral
vision.
-
And even a small area behind the guard to
mimic that sixth sense of knowing when someone’s
-
just over your shoulder.
-
Developers will also need to consider the
height of the cone, depending on whether the
-
character should be able to hide when they’re
above enemies.
-
To know if the player is in cover, a game
will typically use a raycast - which is basically
-
when an invisible line is drawn between two
elements to see - in this case - if anything
-
is in the way.
-
You can make this more complex to catch moments
of partial cover: so, in Splinter Cell, the
-
enemy raycasts to eight different bones in
Sam Fisher’s player model - and will only
-
spot him if a certain number are visible.
-
Now, if the player enters the cone and isn’t
in cover, they probably don’t get immediately spotted.
-
Instead, the guard’s awareness of the player
starts to grow.
-
The speed at which this meter fills might
be slower if the character is further away,
-
or only in the guard’s peripheral vision,
or in low light, or crouching down, or
-
staying perfectly still.
-
When the meter tops out, though, the guard
will know exactly where you are.
-
It’s also important to note that guards
can be aware of more than just the player
-
character - such as open doors, interesting
objects, or dead bodies.
-
This can be used to make interesting plans
like traps and distractions - but it can also
-
help give the impression of intelligence and
awareness.
-
Now, simulating hearing is a different problem.
-
When you make a sound, like firing a gun,
walking on a loud floor board, or throwing
-
a stone - the sound will be given a distance
- related to the volume of that noise.
-
Any guard who is within that distance can
then be told to go check out the source of
-
the sound.
-
However, a straight line between the sound
and the guard won’t work, because we expect
-
noises to be muffled by walls.
-
So the typical solution is to use the game’s
pathfinding system - the same tech that allows
-
an enemy to find their way around a world
without bumping into objects.
-
Make the sound travel across that, and you’ll
more realistically capture the way sound propagates
-
through an environment in real life.
-
That’s the gist of things, then, but more
complex stuff might be included in certain
-
games - for example, in Thief, guards can
have second-hand information about the player
-
based on what other enemies are up to.
-
And in Hitman 2, enforcer characters are way
less perceptive of Agent 47 if he’s facing
-
away from them, which gives disguises more
power.
-
Links to more detailed technical information
can be found in the description beneath this video.
-
When done well, this system should create
a pretty realistic representation of a human’s
-
visual and auditory perception.
-
You can then make educated decisions about
where you will be safe, using your real-world
-
knowledge of how sight works in different
light conditions, or how sound might be muffled
-
by a wall.
-
But there’s always going to be a certain
level of ambiguity for the player to deal
-
with - which can lead to friction and frustration.
-
I’m sure you’ve played a stealth game
where you thought you were totally invisible,
-
but the guard saw you anyway.
-
So to help players make sense of this stuff,
there’s a few smart ways that devs can make
-
these perception systems more obvious.
-
The first is helpful interface elements.
-
Even way back in Thief, the developers knew
that it was tough for players to understand
-
how lit their character was from a first-person
perspective, so there’s a light gem at the
-
bottom of the screen to show your current
visibility.
-
And in Splinter Cell, the awkward challenge
of knowing how much sound you’re making,
-
is helped by a visualiser on Sam’s head’s
up display.
-
Also, most games have some kind of detection
indicator on their interface, which mimics
-
the guard’s awareness meter from earlier.
-
This helps the player know that they’re
about to be made - and sometimes even shows
-
you the location of the guard who’s seen
you.
-
Next up is using animation and audio to help
communicate a guard’s status to the player.
-
A guard who is idly lazing about might suggest
that they have pretty weak perception, but
-
a suspicious enemy with their weapon raised
will be way more alert to potential threats.
-
Audio barks also let you know that the guard
is starting to become aware of you.
-
Then there are refuge spaces.
-
These are places in the game world where,
in normal circumstances,
-
you are unambiguously hidden.
-
That might be the high-up gargoyles in Batman,
or areas of long grass in Assassin’s Creed,
-
or crates and cupboards in Hitman.
-
These give you at least one place where you
can scout and plan from a position of total safety.
-
Another big solution is player favouring - which
is the art of handicapping systems to bias
-
the player.
-
As Splinter Cell Blacklist programmer Martin
Walsh says, “it doesn’t matter what the
-
NPC can see or hear from a simulation perspective.
-
It’s what the player thinks the NPC should
be able to see or hear”.
-
So in his game, a guard’s hearing is reduced
by half when they’re offscreen, because
-
it feels unfair to be heard by someone you
can’t even see.
-
And in The Last of Us, enemies typically raycast
to Joel’s head to determine line of sight
-
- but that changes to his chest when he’s
crouching, to let him peep over cover without
-
being spotted.
-
And then the biggest help of all, as discussed
earlier, is a fuzzy detection system.
-
If you were immediately spotted when you touched
the guard’s vision cone, that wouldn’t
-
feel very fair.
-
So it makes sense that guards take a few moments
to become aware of your presence before being
-
totally alerted.
-
Now there’s one final, and rather bold solution
to this problem: and that’s to simply reveal
-
these systems to the player.
-
In the excellent side-scrolling sneak ‘em
up Mark of the Ninja, the guard’s perception
-
is about as unambiguous as you can get:
-
Their vision cones are displayed on screen.
-
The ninja is either in shadow or in light
- and that’s shown on the character’s sprite.
-
And when you make noises, you can see them
emanating from the source as big round pulses.
-
This is also shown to you before you even
make the noise, which is helpful for knowing
-
whether your noisy distraction or sneaky getaway
will be successful.
-
With the info on screen, there’s no arguing
about what’s happening in the system.
-
You’re either in the cone, or you’re not.
-
And that sound either reached the guard’s
ears, or it didn’t.
-
And so Ninja’s binary perception system
can be paired up with a totally binary detection
-
system of instant awareness - though, there
is a slight analogue fuzziness on the very
-
edges of the enemy’s view cones.
-
GUARD: "Is someone up there?"
-
For a slightly more nuanced take on this,
check out Shadow Tactics: Blades of the Shogun.
-
Here, the vision cone is split into three
zones: the bright green part near the enemy’s
-
face is the danger zone and leads to a pretty
instantaneous detection.
-
In the dark green part, you can stay hidden
if you’re crouched down, but will be spotted
-
if you stand up.
-
And the dotted part is for refuge zones like
bushes and high grass, where you will always
-
be invisible.
-
If you do trip the viewcone, the whole cone
will fill up with yellow - and if the yellow
-
part touches your character, you’re spotted.
-
It’s a very elegant way of displaying all
the necessary information, right there on screen.
-
Of course, it’s a lot harder to show this
sort of stuff in a fully 3D game.
-
The original Metal Gear Solid’s solution
was to simply photocopy the game world into
-
a top-down, 2D representation on your radar,
and then draw the vision cones on that.
-
It’s a sorta hand-wavey solution that’s
still being used in games like Deus Ex: Mankind Divided.
-
But it’s not impossible.
-
The Sly Cooper series has guards with torches
that cast obvious pools of yellow light.
-
If you find yourself inside the light, you
get spotted - but otherwise you’re safe.
-
Cartoony, yes.
-
But also, immediately readable.
-
The most important thing, though, is the experience
that these different perception systems lead to.
-
When the system is made analogue and ambiguous,
the player must evaluate the environment with
-
an immersive and realistic understanding of
light, shadow, distance, and sound.
-
And it also gives the game a certain level
of tension - where you can never been 100%
-
sure that you’re safe.
-
And I think this fits quite nicely with the
core stealth fantasy: these are games where
-
your power doesn’t come through sheer brute
force, but only through your ability to hide
-
from the enemy.
-
So having your sneaky status be fragile and
fuzzy reminds you that you’re always at
-
risk of losing your tenuous advantage over
the enemy.
-
As Thief programmer Tom Leonard says, “it's
about getting the player's heart pounding
-
by holding them on the cusp” of being found.
-
And it’s especially important to hide this
stuff in survival horror games that borrow
-
stealth elements.
-
In a game like Alien Isolation, it would be
rubbish if you could see exactly where the
-
Xenomorph was looking.
-
A huge amount of fear and anxiety is derived
from your shaky knowledge of the alien’s senses.
-
But making the system completely obvious has
its own advantages.
-
It puts way more power in your hands, and
allows you to play with a huge amount of confidence.
-
You can feel more like an apex predator, luring
enemies into traps or sneaking in for a silent kill.
-
As Ninja producer Jamie Cheng put it, “as
we were iterating, I found that I wasn't nearly
-
as interested in guessing whether a guard
would hear me or not, and way more interested
-
in creating an elaborate death trap”.
-
Of course, the predator feel can be achieved
through other methods, like those aforementioned
-
refuge zones and by giving the player a bucketload
of gadgets and super powers - but the more
-
accurately they can predict the enemy’s
perception, the quicker the player will get
-
to that experience.
-
So, that’s it for lesson one.
-
Stealth game guards see and hear through a
system of simulated eyes and ears - and developers
-
can create very different experiences, depending
on how much of that system they surface to
-
the player.
-
Come back next time for more deep dives into
sneak ‘em up design.
-
And if you subscribe to my channel, you’ll
get access to the new episode as soon as it
-
goes live.
-
Hey. Thanks for watching.
-
I hope you’re all doing okay in the midst
of this awful coronavirus pandemic.
-
It’s such a scary situation, so please stay
safe, wash your hands,
-
and follow the necessary guidelines.
-
I’ll do my best to keep making interesting
stuff to keep you busy and entertained.