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Level Building for Stealth Gameplay. Randy Smith Randy@RoninGameDeveloper.com (see slide notes). Who Am I?. Thief series of games Freelance Designer Might & Magic: Dark Messiah, Arkane Studios <edited out>. Roles. Level Builder Designer Project Director.
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Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)
Who Am I? • Thief series of games • Freelance Designer • Might & Magic: Dark Messiah, Arkane Studios • <edited out>
Roles • Level Builder • Designer • Project Director
Level Building for Stealth Gameplay • Talking about: • Moment to moment gameplay • Sneaking around undetected • NOT: • Story / Objectives • Level Editors • Game Systems • Process • Combat
What Stealth Games? • Splinter Cell, Metal Gear Solid, Thief • Zelda Wind Waker, Deus Ex, Beyond Good and Evil
What Stealth Games? • Splinter Cell, Metal Gear Solid, Thief • Zelda Wind Waker, Deus Ex, Beyond Good and Evil • Sniper Games
What Stealth Games? • Splinter Cell, Metal Gear Solid, Thief • Zelda Wind Waker, Deus Ex, Beyond Good and Evil • Sniper Games • Submarine Games
What Stealth Games? • Splinter Cell, Metal Gear Solid, Thief • Zelda Wind Waker, Deus Ex, Beyond Good and Evil • Sniper Games • Submarine Games • (levels tend to be a little boring)
What Stealth Games? • Any game that emphasizes a model of player hiding / discovery
Content Must Match Game Systems • Game Systems = toys • Levels = the playground • How do you design a playground without knowing which toys?
Content Must Support Aesthetic Vision • What play experience are you trying to create? • More than genre or fiction • How does it feel to play the game? • The aesthetic of the interaction
The MDA Framework Staggered Alcoves,Patrol Paths Carefully Timed Moving and Waiting Slow, thoughtful pacing
Common Stealth Game Mechanics • Guards • Patrol Routes • Light / Darkness • Sound and hearing • Sneaking up on guys
Common Stealth Aesthetic • Create the illusion of a securely guarded area that the player can sneak through by virtue of leveraging their unique abilities and tools to create and exploit security flaws
Common Stealth Aesthetic • Success • Stealth makes player powerful • Someone less stealthy would get caught • Creating/exploiting security flaws • Failure • Stealth is unnecessary • Area isn’t well guarded • A non-stealthy solution is easier and/or more fun • Stealth doesn’t work • Get caught too often
Challenge of the Aesthetic Goal • “Create the illusion of a securely guarded area that the player can sneak through” • Make the player feel like they are special enough to do the impossible
Combat = High Threshold For Failure • You get shot repeatedly but don’t fail
Stealth = Low Threshold for Failure • If guards see you, you get caught quickly
Implications for Level Building • In a combat game, it’s valid to create a challenging room and assume all players will experience some degree of failure. • To support stealth gameplay, you can’t assume players will fail.
The Balancing Act • For every stealth encounter, you must… • Provide a means for the player to experience little or no failure
The Balancing Act • For every stealth encounter, you must… • Provide a means for the player to experience little or no failure “zero failure”
The Balancing Act • For every stealth encounter, you must… • Provide a means for the player to experience zero failure • Communicate those means
The Balancing Act • For every stealth encounter, you must… • Provide a means for the player to experience zero failure • Communicate those means • Don’t be too obvious about it
The Balancing Act Not enough help, Player feels incapable Too much help, Player doesn’t feel stealthy
Challenges vs. Advantages Scouting Locations Connectivity Shadows Guards Loud Flooring Dead Ends
These are all Design Tools Scouting Locations Connectivity Shadows Guards Loud Flooring Dead Ends
Not… • …player tools • Hiding in shadows • Radar jammer • Lock picks • ….level editor / software
Design Tools • Mechanics you add to the level to manage the player’s experience • EG - Shadowy Alcove • Dynamics you understand to predict the player’s experience • EG - Players are drawn to shadowy alcoves
Useful for Managing Challenge Level Scouting Locations Connectivity Shadows Guards Loud Flooring Dead Ends
Manage the Experience Towards Other Goals, Too • “Players are drawn to shadowy alcoves” tool for controlling pacing
But it’s also the level layout • Advantages • Hard cover • Sniping Locations • Low wall for cover • Challenges • Blind corners • Tight passages • Low wall that restricts movement
Environmental Tools! • Advantages • Hard cover • Sniping Locations • Low wall for cover • Challenges • Blind corners • Tight passages • Low wall that restricts movement
Stealth Environmental Tools • Advantages • Darkness • …more to come… • Disadvantages • Light • …more to come…
But obviously there’s more going on here • Balancing Advantages vs. Challenges is over-simplified • Let’s analyze that example
Closer Look at Balancing Act • Imagine you’re the player • What can you see from the scouting spot? • How do you feel? • What is your plan? • So what might the player do? • What is the effect of the guard’s patrol?
Some observations • What is meant by Advantage? • Anything that makes it easier to succeed at stealth • What is meant by Disadvantage? • Anything that makes it easier to fail at stealth
Some observations • Some things are both Advantages and Challenges, depending • Patrol path • Hard cover