Level Building for Stealth Gameplay Randy Smith RandyRonin
Level Building for Stealth Gameplay Randy Smith Randy@Ronin. Game. Developer. 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: > NOT: > Moment to moment gameplay > > Sneaking around undetected > 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?
Are the lights extinguishable?
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 >
Slow, Thoughtful pacing
Faster pace, Think on your feet
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
The Low Threshold for Failure
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
What’s on the scales?
Challenges vs. Advantages Guards Scouting Locations Loud Flooring Connectivity Dead Ends Shadows
Design Tools
These are all Design Tools Guards Scouting Locations Loud Flooring Connectivity Dead Ends Shadows
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 Guards Scouting Locations Loud Flooring Connectivity Dead Ends Shadows
Manage the Experience Towards Other Goals, Too > “Players are drawn to shadowy alcoves” tool for controlling pacing
Environmental Tools
Build A Combat Encounter
Add Enemies…
Then Add Power-Ups!
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…
Use Tools To Balance Encounter
Use Tools To Balance Encounter
But obviously there’s more going on here > > Balancing Advantages vs. Challenges is oversimplified 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
Some observations > Player Psychology > Understanding the “on-the-ground” experience > Guard > out of sight at far end of patrol path Predicting how player will behave
Environmental Tools > Soft Cover > > Darkness Hard Cover > L-shaped rooms
Environmental Tool > Loud Surfaces
Environmental Tools are Sneaky
Environmental Tools are Sneaky
Environmental Tools are Sneaky > They impact gameplay even if they weren’t intended to > Common offenders from Thief > > Doors Staircases Furniture Tile flooring
Over constrained problem > Constraints Beautiful > High performance > Not too dark on the monitor >
Dungeons and Abandoned Places
Dungeons and Abandoned Places
Environmental Tools > Soft Cover > Hard Cover > Blind Corners
S shaped curves in Unreal
S shaped curves in Unreal
What’s the solution? Acknowledge you’ve created gameplay relevance > A good design tool: > > Stealth Friendly vs Stealth Unfriendly
Stealth Friendly vs. Stealth Unfriendly
Stealth Friendly vs. Stealth Unfriendly > > Environments only, don’t worry about enemies for now Stealth Unfriendly > More environmental challenges > Stealth Friendly > More environmental advantages
Macro vs. Micro Application of Stealth Friendly / Unfriendly > We’ve already been discussing the Macro level > If stealth unfriendly… > Add environmental advantages > Or don’t put guards here > Or recognize its impact on player experience
Micro Application of Stealth Friendly / Unfriendly > Let’s revisit this example
Micro Application of Stealth Friendly / Unfriendly
Micro Application of Stealth Friendly / Unfriendly
Micro Application of Stealth Friendly / Unfriendly
Micro Application of Stealth Friendly / Unfriendly
Predicting Player Path Players are drawn Players are repelled No charge
Predicting Player Path
Overlaying With Guard Data
Predicting Player Path Players move from island to island of stealth friendly areas. Players are drawn Players are repelled No charge
Using The Tools To Support Zero Failure > Tools Stealth Friendly / Unfriendly > Predict player path > Enemy Placement >
Changing Domains… > Soft Cover > > Hard Cover > > Bushes Trees Loud Surfaces > Water
Supporting Zero Player Failure
Supporting Zero Player Failure
Supporting Zero Player Failure
Supporting Zero Player Failure
Environmental Tool > Scouting Location > Player can observe upcoming challenges from a position of safety
Player Psychology > Scouting Avoiding the pitfall of thinking like yourself > The player doesn’t know if danger is coming up >
Scouting > Scouting Locations Player can observe upcoming challenges from a position of safety > Safety = Stealth Friendly > Observe = Good sight lines, things worth seeing > > Examples Dark crossroads / alcoves > Balconies / Rafters / Hills >
Uses For Scouting Locations > Learn Existence of challenges > Location / behavior of challenges > Formulate and execute plans > > Relax
Turning Blind Corners Into Scouting Locations
Stealth Unfriendly Scouting Area!? !? ? > > Players don’t use Stealth-Unfriendly scouting spots Perceived Affordance > Does it really do what it looks like it does?
Perceived Affordance > Does it appear as Stealth-Unfriendly as you know it to be? > > Bad = Tile flooring in darkness Will the Scouting Location draw the player in? > Bad = Brightly lit balcony
Supporting Zero Player Failure
Supporting Zero Player Failure
Now Consider Enemy Placement > We know the player’s path, so where do we place enemies?
Enemy Placement > Use the Friendly / Unfriendly metric Enemy power is relative to their environment > One guard in a Stealth Unfriendly area might be too much > What territory does the guard control? >
Territory
Territory
Territory
Territory plus Path
Territory plus Path
Enemy Behaviors > Static > > Controls fixed territory Patrolling / Changing Direction > Covers more territory overall, but doesn’t control it all the time
Enemy Behaviors > Unpredictable behavior > > Player doesn’t know what they control when Long patrol paths Branching patrols Scripts
Path Plus Enemy Placement > If path = bush tree water > > > Enemy placement and behavior provides windows of opportunity to support this movement Patrol route = works Static guard = does not
Path Plus Enemy Placement
Path Plus Territory
Path Plus Territory
Path Plus Territory
Open-Endedness
Open-Endedness
Open-Endedness
Open-Endedness
Open-Endedness
Open-Endedness
Open-Endedness > Throw on tons of Challenges and Advantages Create a playground, don’t author an experience > But understand the paths and balance them >
Applications of Player Path Sneaking past enemies > Sneaking up behind enemies > Sneaking up to treasure > Sneaking up to use your tools >
Balancing Risk and Reward
Tuning the Player Path(s) 1. 2. 3. 4. Determine paths Compare paths to enemy placement Confirm there is at least one zero failure path Balance paths for risk and reward
Rule of Thumb > Create a rhythm of Stealth Friendly and Stealth Unfriendly > > Break up consistencies Creates a cycle of tension and relaxation > Significant aesthetic of stealth games
Approaches to Using These Tools Place tools to encourage a particular path > Figure out which tools are already present, balance the emergent path(s) > Create a rhythm of Friendly / Unfriendly >
Phases of Stealth Gameplay No Enemies Present > Undetected by Enemies > Being Searched For > Been Caught >
Phases of Stealth Gameplay > No Enemies Present > Undetected by Enemies Being Searched For > Been Caught >
Phases of Stealth Gameplay Level design must support phase-specific player goals/needs > Adds more constraints to the environment > Requires more player psychology >
No Enemies Present > Do players know that? Radar? > Other cues? > Perceived Affordance > > Relevant Design Tools Scouting Locations > Treat as Undetected By Enemies phase >
Being Searched For > Player Goals Move away from Enemies along a safe path > Remain undetected > Higher pace, not controlled by player > Does the environment support this? >
Environmental Tools > Connectivity Connected Islands of Stealth Friendly > Obstructions > > Furniture > Loud Surfaces > Dead Ends
Dynamic Tool > Ring Around The Rosy
Been Caught > Combat > > See elsewhere Fleeing
Fleeing > Player Goals Get away > Reset the experience > > Does the environment support this?
Environmental Tools > > Connectivity Enemy can’t follow > > Balconies Reset Areas > Such as Scouting Locations > Obstructions > Dead Ends
Props for Scouting Locations > > Learn about challenges Formulate plans Cycle of tension and relaxation Reset spots
Dynamic Tool > Out of the Frying Pan, Into The Fire
Summary Low Threshold For Failure > Create Zero Failure Player Paths > Predict Player Paths > > > Stealth Friendly / Stealth Unfriendly Tune Player Paths Environmental Tools > Enemy Placement and Territory > Phases of Gameplay > Player Psychology >
Q&A Slides and Questions: Randy@Ronin. Game. Developer. com
Design Tools > > Soft Cover Scouting Locations Connectivity Ring Around The Rosy > > > Hard Cover Static Enemies Dynamic Enemies > > > Dead Ends Out of the Frying Pan, Into The Fire Blind Corners Loud Surfaces Unpredictable Enemy Behavior Obstructions
- Slides: 131