Title: Design Fundamentals of Stealth Gameplay in the Thief series
1Design Fundamentalsof Stealth Gameplayin the
Thief series
- Randy Smith
- rsmith_at_ionstorm.com
2Disclaimers
- I didnt design Thiefs gameplay
- Doug Church
- Marc LeBlanc
- Tom Leonard
- Paul Neurath
- This is about open-ended stealth gameplay. Other
games mentioned are being evaluated by this
standard only.
- Tim Stellmach
- Greg LoPicollo
- Dorian Hart
- etc.
3What is stealth in Thief ?
- Goal move through space
- Steal
- Blackjack
- etc.
- Failure AI state becomes alert
- Combat
- Fleeing
4How does the AI become alert?
- The player has detectability
- Visibility (light gem feedback)
- Audibility
- The AI has senses
- Seeing
- Hearing
- The overlap between player detectability and AI
senses - is where the AI becomes alert or not
- is where stealth happens
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6What is this lecture about?
- It is about stealth gameplay
- Player movement through space
- Player detectability
- AI Senses
- AI State
- It is not about
- Goals (such as stealing)
- Consequences (such as combat)
7Lets design a stealth game!
- You are a thief in a medieval city. There is
a mansion in the distance, full of loot. A wall
separates you from the mansion, and a guard
patrols in front of the gate. A torch nearby
spills light across the area. - Do you
- A) Wait until the guard has his back turned and
run through the gate. - B) Put out the torch with a water arrow.
- C) Sneak up on the guard through the shadows and
blackjack him.
8More stuff this lecture is about
- It is not about
- Stealth flavored gameplay
- How gameplay is qualified (what makes stealth
gameplay stealth gameplay??) - What is the definition of open-ended gameplay?
- Discrete interaction
- It is about
- Player expression
- Analog interaction
9Major concepts for this lecture
- Discrete Interaction Structures
- Exemplified by Choose-Your-Own-Adventure books
- Analog Interaction Structures
- Exemplified (for the sake of this presentation)
by Quake or other FPS
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11Qualities of Discrete Interaction Structures
- Finite, enumerable choices offered to the player.
- Player must choose one of the available options,
not something in-between, not invent their own
thing. - Designer must explicitly create all interaction
for the player. - Should be called Choose Someone Elses Adventure
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13What are Analog Interaction Structures?
- Rough Definition A collection of
player-influenced, interacting game systems - An abstract design tool for (de)constructing
open-ended gameplay and analyzing relevant data - A unified theory of existing thought
- Simulation vs. Emulation
- Player Tools
- Partial Failure
14What are analog interaction structures NOT ?
- The only way to think about, construct, or
deconstruct any type of gameplay - Necessarily the most useful tool for the job
- A ton of brand new thought
15A Useful Metric
- To what extent can the designer predict the
players experiences? - A lot, the player can not take any action the
designer did not explicitly implement and intent
? Discrete Interaction - Not much, really, the player has near-infinite
ways to overcome the games challenges ? Analog
Interaction
16Analog Expression Player Movement in Quake
- Data relating to player movement
- Player location (X,Y,Z)
- Player orientation (H, P)
- Player velocity vector
- Player acceleration vector
- Player expression
- Accelerate in various directions
- Look right, left, up, down, or combo
- Some fancy movement (jump, duck, etc.)
17What makes it analog?
- Hey, yea! There arent analog variables so
theoretically, all possible states are
enumerable. - ...but the player cannot choose their movement
data. There is no choice. - Instead, the player uses movement tools to set or
express their desired movement data.
18Player movement is relevant to Quakes core
gameplay
- Player movement data is critical to resolving
combat from moment to moment - Orientation is how you aim weapons
- Movement is how you dodge, take cover, charge,
etc. - These are examples of the player expressing
higher order concepts
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21What else does Quake have?
- For both Player and Enemies
- Movement
- Weapons that fire projectiles
- Damage model (hit points)
- Projectiles
- A game world with physics simulation.
- Collisions between player, terrain, projectiles.
22Components to Analog Interaction Structures
- A game world that hosts interactions dictated by
simulations (in Quake, physics in the 3D world) - Analog player expression (in Quake, player
movement) - Analog/partial failure (in Quake, hit points)
- Player tools to take arbitrary actions (in Quake,
weapons that fire projectiles)
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24Lets talk about Thief already
- Game world that hosts interactions dictated by
simulations 3D world, similar to Quake - Physics
- Line-of-sight (LOS)
- Lighting, light sources
- Sound propagation, noisy surfaces
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27Analog Expression in Thief
- Player movement
- Player location (X,Y,Z)
- Player orientation (H, P)
- Player velocity vector
- Player acceleration vector
- Player movement expression
- Accelerate in various directions
- Look right, left, up, down, combo
- Some fancy movement (jump, climb, etc.)
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32Higher Order Concepts in Expressing Stealth
- Hide in shadows move into a dark part of the
world - Move silently avoid moving over loud surfaces,
move slowly
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35Quake with only 1 hit point
- No partial / analog failure
- A lot of the data becomes much less relevant to
resolving combat - How damaging weapons are
- Players emergent combat tactics when they are
weak versus when they are healthy
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40Stealth-related tools in Thief
- Potions
- Invisibility
- Speed
- Thrown tools
- Flashbomb
- Arrows
- Water arrow
- Moss arrow
- Noisemaker arrow
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46Analog Interaction Structure chart a data
analysis tool
- Useful for thinking about data
- What data the player has input into
- How data flows from system to system and
eventually leads to success or failure - Drawing the chart is as much art as science
- Which data boxes?
- How many arrows?
- Draw the chart differently to analyze the data
differently
47Feedback in Thief
- AI State and AI Senses
- Broadcast speech
- Animations
- Behavior
- Player Visibility / Audibility
- Light gem
- Listening
- AI Movement
- Player senses
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49Level-building for Analog Interaction
- Dont create scripts
- Dont plan the players experiences for them.
- Create possibility spaces
- Populate the world with challenges
- Populate the world with things that interact with
the players tools, the simulations, manipulate
the data flow - Avoid absolutes, embrace gradients
50Design new types of analog gameplay!
- A game world that hosts interactions dictated by
simulations - Analog player expression
- Analog failure
- Player tools to take arbitrary actions