Design Fundamentals of Stealth Gameplay in the Thief series - PowerPoint PPT Presentation

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Design Fundamentals of Stealth Gameplay in the Thief series

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Blackjack. etc. Failure = AI state becomes 'alert' Combat. Fleeing. Pick lock. Pick pocket ... C) Sneak up on the guard through the shadows and blackjack him. ... – PowerPoint PPT presentation

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Title: Design Fundamentals of Stealth Gameplay in the Thief series


1
Design Fundamentalsof Stealth Gameplayin the
Thief series
  • Randy Smith
  • rsmith_at_ionstorm.com

2
Disclaimers
  • 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.

3
What is stealth in Thief ?
  • Goal move through space
  • Steal
  • Blackjack
  • etc.
  • Failure AI state becomes alert
  • Combat
  • Fleeing
  • Pick lock
  • Pick pocket

4
How 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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What 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)

7
Lets 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.

8
More 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

9
Major 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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Qualities 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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What 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
  • Feedback
  • etc.

14
What 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

15
A 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

16
Analog 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.)

17
What 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.

18
Player 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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21
What 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.

22
Components 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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Lets 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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Analog 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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32
Higher 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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35
Quake 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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40
Stealth-related tools in Thief
  • Potions
  • Invisibility
  • Speed
  • Thrown tools
  • Flashbomb
  • Arrows
  • Water arrow
  • Moss arrow
  • Noisemaker arrow

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46
Analog 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

47
Feedback 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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49
Level-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

50
Design 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
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