< Return to Video

The Five Types of Stealth Game Gadget | School of Stealth Part 2

  • 0:04 - 0:08
    Stealth game heroes always have the best gadgets.
  • 0:08 - 0:14
    From Agent 47’s piano wire, to Sam Fisher’s
    goofy goggles, to Emily Kaldwin’s fistful
  • 0:14 - 0:20
    of superpowers - these sneaky boys and girls
    are often defined by their iconic inventory items.
  • 0:20 - 0:25
    Because the truth is: stealth games aren’t
    just about waiting for guards to move out
  • 0:25 - 0:27
    the way before you sneak past.
  • 0:27 - 0:33
    Instead, they’re about using gadgets, super
    powers, and abilities to tip the situation
  • 0:33 - 0:34
    to your advantage.
  • 0:34 - 0:40
    So welcome back to the School of Stealth - a
    mini-series about the design of sneaky games.
  • 0:40 - 0:45
    For episode two, we’re now deep behind enemy
    lines, and ready to move on.
  • 0:45 - 0:51
    So it’s time to reach into our utility belt
    and pick out the five types of stealth game gadget.
  • 0:51 - 0:57
    So, like I said, most stealth mechanics can
    be bundled into five key categories.
  • 0:57 - 1:01
    Category one covers gadgets that let you gather
    information.
  • 1:01 - 1:05
    Anything that lets you see beyond the limited
    viewpoint of your character.
  • 1:05 - 1:10
    So while a shut door would usually restrict
    your knowledge of what’s behind it, Sam
  • 1:10 - 1:15
    Fisher can slip an optic fibre camera underneath
    and spy on the room ahead.
  • 1:15 - 1:18
    There’s also the motion tracker in Alien
    Isolation.
  • 1:18 - 1:20
    Peeking through keyholes in Invisible Inc.
  • 1:20 - 1:22
    Leaning around cover in Dishonored.
  • 1:22 - 1:26
    And night vision goggles that highlight enemies
    in the dark.
  • 1:26 - 1:30
    You could even count Snake’s interrogation
    skills, which force enemies to give up intel
  • 1:30 - 1:33
    on guard patrols and ammo caches.
  • 1:33 - 1:37
    These gadgets give you an informational advantage
    over the enemy.
  • 1:37 - 1:42
    And as Gunpoint creator Tom Francis says “when
    you know more about the enemy than they know
  • 1:42 - 1:45
    about you, you can factor them into your thinking.
  • 1:45 - 1:49
    [And that] information is the raw material
    plans are made of”.
  • 1:49 - 1:53
    These gadgets also dictate the pace of the
    game.
  • 1:53 - 1:58
    The rhythm of a stealth game is defined by
    a moment of carefully observing the next room
  • 1:58 - 2:00
    - and then moving through it.
  • 2:00 - 2:05
    It’s a constant, repeating loop of observation
    and execution.
  • 2:05 - 2:09
    Category two covers gadgets that let you manipulate
    enemies.
  • 2:09 - 2:14
    On the previous episode, I talked about how
    stealth game guards can see and hear the player
  • 2:14 - 2:17
    by using simulated eyes and ears.
  • 2:17 - 2:22
    These gadgets let us use those sensory systems
    to our advantage.
  • 2:22 - 2:28
    So the Playboy magazine, the decoy, and the
    dropped weapon can pique a guard’s visual interest.
  • 2:28 - 2:33
    The sonic Batarang, the speaker on the sticky
    camera, and the trusty ol’ rock, meanwhile,
  • 2:33 - 2:35
    can trigger a guard’s hearing response.
  • 2:35 - 2:41
    Sometimes, the distracting element is actually
    found within the world itself, like overflowing
  • 2:41 - 2:42
    a sink in Hitman.
  • 2:42 - 2:48
    All of these allow us to move AI characters
    off of their patrol path, and into a position
  • 2:48 - 2:49
    that works for us.
  • 2:49 - 2:54
    For some, that might have you open a tiny
    window in the guard’s patrol so you can
  • 2:54 - 2:55
    slip past unnoticed.
  • 2:55 - 3:00
    For others, it’s about luring enemies into
    traps or guiding them into the dark for an
  • 3:00 - 3:01
    easy takedown.
  • 3:01 - 3:06
    You can also go further and use gadgets to
    change the guard’s behaviour.
  • 3:06 - 3:11
    In Mark of the Ninja, the Terror Dart causes
    an enemy to become panicked and paranoid,
  • 3:11 - 3:16
    and you can use this to make them accidentally
    kill their own team mates.
  • 3:16 - 3:20
    Category three covers gadgets that let you
    redefine space.
  • 3:20 - 3:24
    And to make sense of them, we need to take
    a moment to consider how stealth game levels
  • 3:24 - 3:25
    are designed.
  • 3:25 - 3:30
    Thief’s project lead Greg LoPiccolo talks
    about “space being the commodity that you
  • 3:30 - 3:35
    are trading in”, and points out how a stealth
    game level is split between areas of
  • 3:35 - 3:37
    safety and danger.
  • 3:37 - 3:42
    In Thief, that idea operates on two axes:
    light and shadow on one axis, and loud and
  • 3:42 - 3:44
    quiet on the other.
  • 3:44 - 3:48
    Other games might have a different split,
    like high and low in Batman
  • 3:48 - 3:50
    or public and private in Hitman,
  • 3:50 - 3:56
    but the idea is the same: a stealth
    game level is like a sea of danger, and you’ve
  • 3:56 - 3:58
    got to swim between the islands of safety.
  • 3:58 - 4:02
    However, these gadgets let you manipulate
    this set-up.
  • 4:02 - 4:08
    So in Thief, the water arrows can douse candles
    - turning a brightly-lit area of danger into
  • 4:08 - 4:11
    a dark corner of safety.
  • 4:11 - 4:16
    On the other axis, the moss arrows can create
    grassy rugs that you can stand on without
  • 4:16 - 4:20
    making noise, changing that zone from loud
    to quiet.
  • 4:20 - 4:25
    Another twist on this, is letting you change
    your character so that you can exist in a
  • 4:25 - 4:30
    dangerous space, but with relative safety
    - like using the camouflage system to blend
  • 4:30 - 4:36
    in with the surroundings in Metal Gear Solid
    3, or using disguises to upgrade Agent 47’s
  • 4:36 - 4:38
    credentials in the Hitman series.
  • 4:38 - 4:43
    These gadgets let you see levels as not just
    a static puzzle to solve, but an opportunity
  • 4:43 - 4:47
    to change things so they put you at an advantage.
  • 4:47 - 4:50
    Category four covers gadgets that let you
    alter your movement.
  • 4:50 - 4:55
    Typically, these are mechanics that let you
    reach spots that guards can’t get to.
  • 4:55 - 4:59
    So, there’s Batman’s grapnel which lets
    you shoot up to the gargoyles that are high
  • 4:59 - 5:00
    above the room.
  • 5:00 - 5:05
    Sam Fisher’s split jump, which - in certain
    corridors - lets you stand above enemies without
  • 5:05 - 5:06
    being seen.
  • 5:06 - 5:11
    And there’s Dishonored’s wonderful short-range
    teleport move: Blink, which lets you clamber
  • 5:11 - 5:15
    up to high up places - and also dart between
    areas of cover.
  • 5:15 - 5:19
    We don’t see these audacious moves in every
    stealth game, though.
  • 5:19 - 5:24
    Mostly, these games concentrate on stances
    - like standing up, crouching down, and laying
  • 5:24 - 5:30
    prone - all of which confer different levels
    of visibility, noise, and speed of movement.
  • 5:30 - 5:35
    Finally, category five covers gadgets that
    let you incapacitate enemies.
  • 5:35 - 5:40
    Where would stealth games be without the blackjack,
    the trip-mine, or the trusty (and admittedly
  • 5:40 - 5:43
    unrealistic) silenced pistol?
  • 5:43 - 5:46
    The stealth game fantasy doesn’t preclude
    taking out guards
  • 5:46 - 5:49
    as long as you cover up the evidence.
  • 5:49 - 5:54
    Importantly, though, stealth games don’t
    often give you machine guns and rocket launchers.
  • 5:54 - 5:59
    Because, if you think about these five types
    of gadget - they’re about letting you find
  • 5:59 - 6:05
    an advantage over the enemy on practically
    every axis - except sheer brute force.
  • 6:05 - 6:09
    You know more, you can move more freely, and
    you can manipulate guards into doing what
  • 6:09 - 6:15
    you want - all of which puts you in total
    control, until you get into a straight up firefight.
  • 6:15 - 6:20
    But more on that in a future episode.
  • 6:20 - 6:25
    The other thing that these gadgets all have
    in common, though, is that they must be balanced.
  • 6:25 - 6:29
    Without careful consideration for how these
    mechanics should be limited or countered - they
  • 6:29 - 6:33
    can cause all sorts of problems in the design.
  • 6:33 - 6:39
    So, unrestricted use of gadgets that let you
    manipulate enemies and space can lead to dominant
  • 6:39 - 6:44
    strategies - which are simple and incredibly
    effective tactics that you can use again and
  • 6:44 - 6:47
    again, in place of more interesting solutions.
  • 6:47 - 6:52
    Things like using an endless supply of rocks
    to slip past braindead enemies, or dousing
  • 6:52 - 6:54
    every torch you see.
  • 6:54 - 6:58
    Gadgets that confer too much information can
    break the flow of the game.
  • 6:58 - 7:02
    So in Assassin’s Creed Origins, you can
    fly your eagle buddy over a base like a feathered
  • 7:02 - 7:05
    drone, and tag every enemy you see.
  • 7:05 - 7:10
    This then gives you complete knowledge of
    where that enemy is, for as long as they’re alive.
  • 7:10 - 7:15
    This breaks that wonderful stealth game rhythm,
    essentially flattening it out into a single,
  • 7:15 - 7:22
    effortless observation stage - followed by
    an unimpeded, and relatively low-stakes, execution phase.
  • 7:22 - 7:27
    And using overpowered weapons to kill (or
    permanently incapacitate) every guard you
  • 7:27 - 7:31
    see can actually reduce the complexity of
    the situation.
  • 7:31 - 7:36
    Game design professor Robert Yang says that
    killing foes in stealth games “depopulates
  • 7:36 - 7:40
    a level, severs connections between systems,
    and makes the game boring”.
  • 7:40 - 7:45
    If you’ve ever had to exfiltrate a Dishonored
    level by simply walking past all the corpses
  • 7:45 - 7:48
    you made earlier, you’ll get what he means.
  • 7:48 - 7:53
    Oh, and there’s also that problem of x-ray
    vision modes being so helpful that you never
  • 7:53 - 7:57
    want to turn them off - making the entire
    game look like it’s being played on an airport
  • 7:57 - 7:59
    security monitor.
  • 7:59 - 8:03
    So how can we balance the power of these gadgets?
  • 8:03 - 8:06
    One way is to give systems inherent limitations.
  • 8:06 - 8:12
    Look at Ghost Recon Wildlands, which has a
    very similar system to the eagle in Assassin’s
  • 8:12 - 8:17
    Creed, but the bird is replaced with a UAV
    that has a limited battery, a short range,
  • 8:17 - 8:20
    and can be shot down by observant enemies.
  • 8:20 - 8:23
    It lets you gather information, but it’s
    not omnipotent.
  • 8:23 - 8:27
    Likewise, The Last Us does let you see enemies
    through walls -
  • 8:27 - 8:30
    but only when the enemy is making noise.
  • 8:30 - 8:35
    And Deus Ex lets you tag enemies, but there’s
    a limit to how many you can track simultaneously.
  • 8:35 - 8:38
    Another way is to make your power temporary.
  • 8:38 - 8:43
    Sam Fisher can overflow fuses to turn off
    lights, but they’ll soon flicker back on.
  • 8:43 - 8:48
    A smoke bomb creates a tiny and temporary
    pocket of safety within a danger zone.
  • 8:48 - 8:53
    And when you knock out enemies in Invisible
    Inc, they’ll wake back up after a few turns
  • 8:53 - 8:56
    - unless you sacrifice one of your team mates
    to pin them down.
  • 8:56 - 9:01
    A rather obvious way to restrict something’s
    power is just to limit how many you have.
  • 9:01 - 9:06
    In Chaos Theory, you only get a few sticky
    cameras per level, and in Thief you have to
  • 9:06 - 9:10
    pay for water arrows with the money you stole
    in previous stages.
  • 9:10 - 9:14
    While some games let you throw infinite stones
    with a touch of the button, Dishonored makes
  • 9:14 - 9:17
    you find physical objects in the world.
  • 9:17 - 9:21
    And in Hitman, you can only stuff two enemies
    in a cupboard before it’s full up.
  • 9:21 - 9:25
    You can also give AI the ability to counter
    your best moves.
  • 9:25 - 9:30
    Enforcers in Hitman are characters who can
    see through disguises, so private areas keep
  • 9:30 - 9:32
    some of their danger.
  • 9:32 - 9:37
    And in Shadow Tactics: Blades of the Shogun,
    enemies who wear straw hats simply aren’t
  • 9:37 - 9:38
    distracted by rocks.
  • 9:38 - 9:40
    I don’t know the logic behind that decision.
  • 9:40 - 9:42
    But, hey, video games.
  • 9:42 - 9:46
    This can also be handled adaptively, like
    in Metal Gear Solid V where guards will start
  • 9:46 - 9:49
    wearing helmets if you’re too handy with
    the headshot.
  • 9:49 - 9:54
    An even bolder take on this idea is the game
    ECHO, where enemies learn and then copy your
  • 9:54 - 9:59
    tactics, which means if you stick to one powerful
    technique, you shouldn’t be surprised if
  • 9:59 - 10:01
    your opponents start using it against you.
  • 10:01 - 10:06
    There’s also an opportunity to provide unique
    set-ups for certain levels or areas, which
  • 10:06 - 10:09
    temporarily thwart your favourite plans.
  • 10:09 - 10:13
    In Splinter Cell: Chaos Theory, for example,
    there’s a level on a ship where the engine
  • 10:13 - 10:17
    room is filled with gas - which means you
    can’t use your weapons or everything will
  • 10:17 - 10:18
    go boom.
  • 10:18 - 10:22
    Then there’s the layout of the level and
    the guard patrol patterns.
  • 10:22 - 10:26
    One guard on their own can be easily dispatched,
    but two guards who are looking at each other
  • 10:26 - 10:30
    will require a much more complex plan to overcome.
  • 10:30 - 10:35
    And, finally, there are abstract systems that
    exist outside of the current situation.
  • 10:35 - 10:41
    So killing a guard in Invisible Inc causes
    the alarm system to ratchet up one level,
  • 10:41 - 10:45
    and using lethal takedowns in the Dishonored
    games makes you miss out on certain grades
  • 10:45 - 10:50
    on the end-of-level score system, and can
    cause changes in the narrative.
  • 10:50 - 10:55
    The idea is to make players more thoughtful
    about the tactics they use, and try to stop
  • 10:55 - 10:59
    the game from veering into a more simplistic
    experience.
  • 10:59 - 11:03
    So using weapons should be risky, not effortless.
  • 11:03 - 11:07
    Information should be carefully gathered and
    imperfect, not handed to you.
  • 11:07 - 11:11
    And strategies should be mixed up, not endlessly
    repeated.
  • 11:11 - 11:13
    That’s it for lesson two.
  • 11:13 - 11:17
    Come back next time for more deep dives into
    sneak ‘em up design.
  • 11:17 - 11:21
    For now, let me know your favourite stealth
    game mechanic in the comments down below.
  • 11:22 - 11:24
    Hey. Thanks for watching!
  • 11:24 - 11:30
    GMTK recently hit 800,000 subscribers here
    on YouTube, which is just amazing.
  • 11:30 - 11:35
    If you hit the bell icon next to the subscribe
    button, you will also get a notification your
  • 11:35 - 11:37
    phone when I release a new episode.
  • 11:37 - 11:41
    According to my analytics, 10 percent of you
    have already done that.
  • 11:41 - 11:42
    So hey! Thanks!
Title:
The Five Types of Stealth Game Gadget | School of Stealth Part 2
Description:

more » « less
Video Language:
English
Duration:
11:44

English subtitles

Revisions