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Stealth game heroes always have the best gadgets.
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From Agent 47’s piano wire, to Sam Fisher’s
goofy goggles, to Emily Kaldwin’s fistful
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of superpowers - these sneaky boys and girls
are often defined by their iconic inventory items.
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Because the truth is: stealth games aren’t
just about waiting for guards to move out
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the way before you sneak past.
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Instead, they’re about using gadgets, super
powers, and abilities to tip the situation
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to your advantage.
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So welcome back to the School of Stealth - a
mini-series about the design of sneaky games.
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For episode two, we’re now deep behind enemy
lines, and ready to move on.
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So it’s time to reach into our utility belt
and pick out the five types of stealth game gadget.
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So, like I said, most stealth mechanics can
be bundled into five key categories.
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Category one covers gadgets that let you gather
information.
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Anything that lets you see beyond the limited
viewpoint of your character.
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So while a shut door would usually restrict
your knowledge of what’s behind it, Sam
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Fisher can slip an optic fibre camera underneath
and spy on the room ahead.
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There’s also the motion tracker in Alien
Isolation.
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Peeking through keyholes in Invisible Inc.
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Leaning around cover in Dishonored.
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And night vision goggles that highlight enemies
in the dark.
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You could even count Snake’s interrogation
skills, which force enemies to give up intel
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on guard patrols and ammo caches.
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These gadgets give you an informational advantage
over the enemy.
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And as Gunpoint creator Tom Francis says “when
you know more about the enemy than they know
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about you, you can factor them into your thinking.
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[And that] information is the raw material
plans are made of”.
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These gadgets also dictate the pace of the
game.
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The rhythm of a stealth game is defined by
a moment of carefully observing the next room
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- and then moving through it.
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It’s a constant, repeating loop of observation
and execution.
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Category two covers gadgets that let you manipulate
enemies.
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On the previous episode, I talked about how
stealth game guards can see and hear the player
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by using simulated eyes and ears.
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These gadgets let us use those sensory systems
to our advantage.
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So the Playboy magazine, the decoy, and the
dropped weapon can pique a guard’s visual interest.
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The sonic Batarang, the speaker on the sticky
camera, and the trusty ol’ rock, meanwhile,
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can trigger a guard’s hearing response.
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Sometimes, the distracting element is actually
found within the world itself, like overflowing
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a sink in Hitman.
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All of these allow us to move AI characters
off of their patrol path, and into a position
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that works for us.
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For some, that might have you open a tiny
window in the guard’s patrol so you can
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slip past unnoticed.
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For others, it’s about luring enemies into
traps or guiding them into the dark for an
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easy takedown.
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You can also go further and use gadgets to
change the guard’s behaviour.
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In Mark of the Ninja, the Terror Dart causes
an enemy to become panicked and paranoid,
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and you can use this to make them accidentally
kill their own team mates.
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Category three covers gadgets that let you
redefine space.
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And to make sense of them, we need to take
a moment to consider how stealth game levels
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are designed.
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Thief’s project lead Greg LoPiccolo talks
about “space being the commodity that you
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are trading in”, and points out how a stealth
game level is split between areas of
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safety and danger.
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In Thief, that idea operates on two axes:
light and shadow on one axis, and loud and
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quiet on the other.
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Other games might have a different split,
like high and low in Batman
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or public and private in Hitman,
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but the idea is the same: a stealth
game level is like a sea of danger, and you’ve
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got to swim between the islands of safety.
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However, these gadgets let you manipulate
this set-up.
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So in Thief, the water arrows can douse candles
- turning a brightly-lit area of danger into
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a dark corner of safety.
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On the other axis, the moss arrows can create
grassy rugs that you can stand on without
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making noise, changing that zone from loud
to quiet.
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Another twist on this, is letting you change
your character so that you can exist in a
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dangerous space, but with relative safety
- like using the camouflage system to blend
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in with the surroundings in Metal Gear Solid
3, or using disguises to upgrade Agent 47’s
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credentials in the Hitman series.
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These gadgets let you see levels as not just
a static puzzle to solve, but an opportunity
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to change things so they put you at an advantage.
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Category four covers gadgets that let you
alter your movement.
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Typically, these are mechanics that let you
reach spots that guards can’t get to.
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So, there’s Batman’s grapnel which lets
you shoot up to the gargoyles that are high
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above the room.
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Sam Fisher’s split jump, which - in certain
corridors - lets you stand above enemies without
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being seen.
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And there’s Dishonored’s wonderful short-range
teleport move: Blink, which lets you clamber
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up to high up places - and also dart between
areas of cover.
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We don’t see these audacious moves in every
stealth game, though.
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Mostly, these games concentrate on stances
- like standing up, crouching down, and laying
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prone - all of which confer different levels
of visibility, noise, and speed of movement.
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Finally, category five covers gadgets that
let you incapacitate enemies.
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Where would stealth games be without the blackjack,
the trip-mine, or the trusty (and admittedly
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unrealistic) silenced pistol?
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The stealth game fantasy doesn’t preclude
taking out guards
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as long as you cover up the evidence.
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Importantly, though, stealth games don’t
often give you machine guns and rocket launchers.
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Because, if you think about these five types
of gadget - they’re about letting you find
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an advantage over the enemy on practically
every axis - except sheer brute force.
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You know more, you can move more freely, and
you can manipulate guards into doing what
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you want - all of which puts you in total
control, until you get into a straight up firefight.
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But more on that in a future episode.
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The other thing that these gadgets all have
in common, though, is that they must be balanced.
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Without careful consideration for how these
mechanics should be limited or countered - they
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can cause all sorts of problems in the design.
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So, unrestricted use of gadgets that let you
manipulate enemies and space can lead to dominant
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strategies - which are simple and incredibly
effective tactics that you can use again and
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again, in place of more interesting solutions.
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Things like using an endless supply of rocks
to slip past braindead enemies, or dousing
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every torch you see.
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Gadgets that confer too much information can
break the flow of the game.
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So in Assassin’s Creed Origins, you can
fly your eagle buddy over a base like a feathered
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drone, and tag every enemy you see.
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This then gives you complete knowledge of
where that enemy is, for as long as they’re alive.
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This breaks that wonderful stealth game rhythm,
essentially flattening it out into a single,
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effortless observation stage - followed by
an unimpeded, and relatively low-stakes, execution phase.
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And using overpowered weapons to kill (or
permanently incapacitate) every guard you
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see can actually reduce the complexity of
the situation.
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Game design professor Robert Yang says that
killing foes in stealth games “depopulates
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a level, severs connections between systems,
and makes the game boring”.
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If you’ve ever had to exfiltrate a Dishonored
level by simply walking past all the corpses
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you made earlier, you’ll get what he means.
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Oh, and there’s also that problem of x-ray
vision modes being so helpful that you never
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want to turn them off - making the entire
game look like it’s being played on an airport
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security monitor.
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So how can we balance the power of these gadgets?
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One way is to give systems inherent limitations.
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Look at Ghost Recon Wildlands, which has a
very similar system to the eagle in Assassin’s
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Creed, but the bird is replaced with a UAV
that has a limited battery, a short range,
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and can be shot down by observant enemies.
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It lets you gather information, but it’s
not omnipotent.
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Likewise, The Last Us does let you see enemies
through walls -
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but only when the enemy is making noise.
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And Deus Ex lets you tag enemies, but there’s
a limit to how many you can track simultaneously.
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Another way is to make your power temporary.
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Sam Fisher can overflow fuses to turn off
lights, but they’ll soon flicker back on.
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A smoke bomb creates a tiny and temporary
pocket of safety within a danger zone.
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And when you knock out enemies in Invisible
Inc, they’ll wake back up after a few turns
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- unless you sacrifice one of your team mates
to pin them down.
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A rather obvious way to restrict something’s
power is just to limit how many you have.
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In Chaos Theory, you only get a few sticky
cameras per level, and in Thief you have to
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pay for water arrows with the money you stole
in previous stages.
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While some games let you throw infinite stones
with a touch of the button, Dishonored makes
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you find physical objects in the world.
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And in Hitman, you can only stuff two enemies
in a cupboard before it’s full up.
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You can also give AI the ability to counter
your best moves.
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Enforcers in Hitman are characters who can
see through disguises, so private areas keep
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some of their danger.
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And in Shadow Tactics: Blades of the Shogun,
enemies who wear straw hats simply aren’t
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distracted by rocks.
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I don’t know the logic behind that decision.
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But, hey, video games.
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This can also be handled adaptively, like
in Metal Gear Solid V where guards will start
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wearing helmets if you’re too handy with
the headshot.
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An even bolder take on this idea is the game
ECHO, where enemies learn and then copy your
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tactics, which means if you stick to one powerful
technique, you shouldn’t be surprised if
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your opponents start using it against you.
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There’s also an opportunity to provide unique
set-ups for certain levels or areas, which
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temporarily thwart your favourite plans.
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In Splinter Cell: Chaos Theory, for example,
there’s a level on a ship where the engine
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room is filled with gas - which means you
can’t use your weapons or everything will
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go boom.
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Then there’s the layout of the level and
the guard patrol patterns.
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One guard on their own can be easily dispatched,
but two guards who are looking at each other
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will require a much more complex plan to overcome.
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And, finally, there are abstract systems that
exist outside of the current situation.
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So killing a guard in Invisible Inc causes
the alarm system to ratchet up one level,
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and using lethal takedowns in the Dishonored
games makes you miss out on certain grades
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on the end-of-level score system, and can
cause changes in the narrative.
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The idea is to make players more thoughtful
about the tactics they use, and try to stop
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the game from veering into a more simplistic
experience.
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So using weapons should be risky, not effortless.
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Information should be carefully gathered and
imperfect, not handed to you.
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And strategies should be mixed up, not endlessly
repeated.
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That’s it for lesson two.
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Come back next time for more deep dives into
sneak ‘em up design.
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For now, let me know your favourite stealth
game mechanic in the comments down below.
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