level building for stealth gameplay randy smith [email protected] (see slide notes)

131

Upload: clare-tardif

Post on 15-Jan-2016

214 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)
Page 2: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Level Building for Stealth Gameplay

Randy [email protected]

(see slide notes)

Page 3: 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>

Page 4: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Roles

Level Builder Designer Project Director

Page 5: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Level Building for Stealth Gameplay Talking about:

Moment to moment gameplay

Sneaking around undetected

NOT: Story /

Objectives Level Editors Game Systems Process

Combat

Page 6: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

What Stealth Games?

Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond

Good and Evil

Page 7: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

What Stealth Games?

Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond

Good and Evil Sniper Games

Page 8: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

What Stealth Games?

Splinter Cell, Metal Gear Solid, Thief Zelda Wind Waker, Deus Ex, Beyond

Good and Evil Sniper Games Submarine Games

Page 9: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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)

Page 10: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

What Stealth Games?

Any game that emphasizes a model of player hiding / discovery

Page 11: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Content Must Match Game Systems

Game Systems = toys Levels = the

playground How do you design a

playground without knowing which toys?

Page 12: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Are the lights extinguishable?

Page 13: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 14: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Slow, Thoughtful pacing

Page 15: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Faster pace, Think on your feet

Page 16: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

The MDA Framework

Staggered Alcoves,Patrol Paths

Carefully Timed Moving and Waiting

Slow, thoughtful pacing

Page 17: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Common Stealth Game Mechanics Guards Patrol Routes Light / Darkness Sound and hearing Sneaking up on guys

Page 18: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 19: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 20: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

The Low Threshold The Low Threshold for Failurefor Failure

Page 21: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 22: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Combat = High Threshold For Failure You get shot repeatedly but don’t fail

Page 23: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Stealth = Low Threshold for Failure If guards see you, you get caught quickly

Page 24: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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.

Page 25: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

The Balancing Act

For every stealth encounter, you must… Provide a means for the player to

experience little or no failure

Page 26: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

The Balancing Act

For every stealth encounter, you must… Provide a means for the player to

experience little or no failure “zero failure”

Page 27: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

The Balancing Act

For every stealth encounter, you must… Provide a means for the player to

experience zero failure Communicate those means

Page 28: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 29: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

The Balancing Act

Not enough help,

Player feels incapable

Too much help,

Player doesn’t feel stealthy

Page 30: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

What’s on the scales?

Page 31: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Challenges vs. Advantages

Guards

Loud Flooring

Dead Ends

Scouting Locations

Connectivity

Shadows

Page 32: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Design ToolsDesign Tools

Page 33: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

These are all Design Tools

Guards

Loud Flooring

Dead Ends

Scouting Locations

Connectivity

Shadows

Page 34: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Not…

…player tools Hiding in shadows Radar jammer Lock picks

….level editor / software

Page 35: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 36: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Useful for Managing Challenge Level

Guards

Loud Flooring

Dead Ends

Scouting Locations

Connectivity

Shadows

Page 37: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Manage the Experience Towards Other Goals, Too “Players are drawn to shadowy

alcoves” tool for controlling pacing

Page 38: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental ToolsEnvironmental Tools

Page 39: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Build A Combat Encounter

Page 40: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Add Enemies…

Page 41: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Then Add Power-Ups!

Page 42: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 43: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tools!

Advantages Hard cover Sniping Locations Low wall for cover

Challenges Blind corners Tight passages Low wall that restricts movement

Page 44: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Advantages Darkness …more to come…

Disadvantages Light …more to come…

Stealth Environmental Tools

Page 45: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Use Tools To Balance Encounter

Page 46: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Use Tools To Balance Encounter

Page 47: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

But obviously there’s more going on here Balancing

Advantages vs. Challenges is over-simplified

Let’s analyze that example

Page 48: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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?

Page 49: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 50: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Some observations

Some things are both Advantages and Challenges, depending Patrol path Hard cover

Page 51: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 52: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tools

Soft Cover Darkness

Hard Cover L-shaped rooms

Page 53: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tool

Loud Surfaces

Page 54: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tools are Sneaky

Page 55: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tools are Sneaky

Page 56: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tools are Sneaky They impact gameplay even if they

weren’t intended to

Common offenders from Thief Doors Staircases Furniture Tile flooring

Page 57: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Over constrained problem

Constraints Beautiful High performance Not too dark on the monitor

Page 58: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Dungeons and Abandoned Places

Page 59: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Dungeons and Abandoned Places

Page 60: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tools Soft Cover

Hard Cover

Blind Corners

Page 61: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

S shaped curves in Unreal

Page 62: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

S shaped curves in Unreal

Page 63: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

What’s the solution?

Acknowledge you’ve created gameplay relevance

A good design tool: Stealth Friendly vs Stealth Unfriendly

Page 64: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Stealth Friendly vs. Stealth Friendly vs. Stealth UnfriendlyStealth Unfriendly

Page 65: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Stealth Friendly vs. Stealth Unfriendly Environments only, don’t worry about enemies

for now

Stealth Unfriendly More environmental

challenges

Stealth Friendly More environmental

advantages

Page 66: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Macro vs. Micro Applicationof 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

Page 67: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Micro Applicationof Stealth Friendly / Unfriendly Let’s revisit this

example

Page 68: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Micro Applicationof Stealth Friendly / Unfriendly

Page 69: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Micro Applicationof Stealth Friendly / Unfriendly

Page 70: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Micro Applicationof Stealth Friendly / Unfriendly

Page 71: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Micro Applicationof Stealth Friendly / Unfriendly

Page 72: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Predicting Player Path

Players are drawn

Players are repelled

No charge

Page 73: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Predicting Player Path

Page 74: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Overlaying With Guard Data

Page 75: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Predicting Player Path

Players are drawn

Players are repelled

No charge

Players move from island to island of stealth friendly areas.

Page 76: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Using The Tools To Using The Tools To Support Zero FailureSupport Zero Failure

Tools Stealth Friendly / Unfriendly Predict player path Enemy Placement

Page 77: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Changing Domains… Soft Cover

Bushes

Hard Cover Trees

Loud Surfaces Water

Page 78: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Supporting Zero Player Failure

Page 79: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Supporting Zero Player Failure

Page 80: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Supporting Zero Player Failure

Page 81: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Supporting Zero Player Failure

Page 82: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tool Scouting Location

Player can observe upcoming challenges from a position of safety

Page 83: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Player Psychology

Scouting Avoiding the pitfall of thinking like

yourself The player doesn’t know if danger is

coming up

Page 84: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 85: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Uses For Scouting Locations Learn

Existence of challenges Location / behavior of challenges Formulate and execute plans

Relax

Page 86: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Turning Blind Corners Into Scouting Locations

Page 87: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Stealth Unfriendly Scouting Area!?!?? Players don’t use

Stealth-Unfriendly scouting spots

Perceived Affordance Does it really do

what it looks like it does?

Page 88: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 89: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Supporting Zero Player Failure

Page 90: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Supporting Zero Player Failure

Page 91: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Now Consider Enemy Placement We know the

player’s path, so where do we place enemies?

Page 92: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Enemy PlacementEnemy 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?

Page 93: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Territory

Page 94: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Territory

Page 95: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Territory

Page 96: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Territory plus Path

Page 97: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Territory plus Path

Page 98: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Enemy Behaviors

Static Controls fixed territory

Patrolling / Changing Direction Covers more territory overall, but

doesn’t control it all the time

Page 99: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Enemy Behaviors

Unpredictable behavior Player doesn’t know what

they control when Long patrol paths Branching patrols Scripts

Page 100: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 101: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Path Plus Enemy Placement

Page 102: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Path Plus Territory

Page 103: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Path Plus Territory

Page 104: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Path Plus Territory

Page 105: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Open-EndednessOpen-Endedness

Page 106: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Open-Endedness

Page 107: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Open-Endedness

Page 108: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Open-Endedness

Page 109: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Open-Endedness

Page 110: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Open-Endedness

Page 111: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Open-Endedness

Throw on tons of Challenges and Advantages Create a playground, don’t author an

experience But understand the paths and balance

them

Page 112: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Applications of Player Path

Sneaking past enemies Sneaking up behind enemies Sneaking up to treasure Sneaking up to use your tools

Page 113: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Balancing Risk and Balancing Risk and RewardReward

Page 114: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Tuning the Player Path(s)

1. Determine paths2. Compare paths to enemy

placement3. Confirm there is at least one zero

failure path4. Balance paths for risk and reward

Page 115: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 116: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 117: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Phases of Stealth Phases of Stealth GameplayGameplay

No Enemies Present Undetected by Enemies Being Searched For Been Caught

Page 118: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Phases of Stealth Phases of Stealth GameplayGameplay

No Enemies Present

Undetected by Enemies Being Searched For Been Caught

Page 119: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Phases of Stealth Gameplay Level design must support phase-

specific player goals/needs Adds more constraints to the

environment Requires more player psychology

Page 120: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

No Enemies Present

Do players know that? Radar? Other cues? Perceived Affordance

Relevant Design Tools Scouting Locations Treat as Undetected By Enemies phase

Page 121: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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?

Page 122: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tools Connectivity Connected Islands

of Stealth Friendly

Obstructions Furniture

Loud Surfaces

Dead Ends

Page 123: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Dynamic Tool Ring Around The Rosy

Page 124: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Been Caught

Combat See elsewhere

Fleeing

Page 125: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Fleeing

Player Goals Get away Reset the experience

Does the environment support this?

Page 126: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Environmental Tools Connectivity Enemy can’t follow

Balconies Reset Areas

Such as Scouting Locations

Obstructions

Dead Ends

Page 127: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Props for Scouting Locations Learn about challenges Formulate plans Cycle of tension and

relaxation Reset spots

Page 128: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Dynamic Tool Out of the Frying Pan, Into The Fire

Page 129: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

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

Page 130: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Q & AQ & A

Slides and Questions:

[email protected]

Page 131: Level Building for Stealth Gameplay Randy Smith Randy@RoninGameDeveloper.com (see slide notes)

Design Tools

Soft Cover Scouting

Locations Connectivity Ring Around

The Rosy

Hard Cover Static

Enemies Dynamic

Enemies

Blind Corners

Loud Surfaces

Unpredictable Enemy Behavior

Obstructions

Dead Ends Out of the Frying

Pan, Into The Fire