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Stealth mechanics phase 1: General ideas

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Created atJune 08, 2011
Created byMatti Delahay
ClosedJune 21, 2011
Shots given5
WreckupationsWriter

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Markus Koskivirta Comparison of previous games' mechanics
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Seppo Hiltunen Night time on Antarctica?
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Carl Voluntaryist Hiding/Perception
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Jonathan Eyre General Feedback From Stealth Games
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Carl Voluntaryist Look around corners
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Closing Note

I think we're done with the overview with this, thanks for the awesome shots, I'll be asking more opinions about the stealth system later. :)

Description

Here's a chance for the community to help us perfect a game mechanic that will have a huge impact on roughly 1/3 of the game (the Unseen character's storyline and also Soldier storyline at some points) : the stealth mechanics. This is something we would really like to get your input on, since we are aware that poorly executed stealth gameplay can be frustrating and boring.

I am thinking of making this happen as a multi-phased task, so that we will first brainstorm on general ideas and I will give you more information and more detailed instructions later.

We're looking, for example, for examples on what existing games have handled stealth exceptionally well (or what stealth features have frustrated you) and original ideas on how to make a stealth system you would enjoy using.

Some facts to get started with:
* Unseen's story will take place at nighttime - while the sun doesn't set at all at Antarctica at that time of year, many floors will be a lot less crowded giving the PC more room to maneuver.
* The specific night happens to be New Year's eve, so the Nazi military are running lightened guard duties inside the base to give a majority of the troops some time off to celebrate - they trust
* Unseen is a good actor/impersonator and a natural liar, so procuring and using fake ID:s and disguises will be available, as well as lying your way out of difficult situations - not everybody is easily fooled, though
* Unseen will also be able to use a network of ventilation shafts/service tunnels to move around tightly guarded spots
* The game is in third person (both overhead and over the shoulder cameras should be available)

...and here are some example questions to consider:
* How would you display to the player how hidden the character is? (when hiding in shadows or behind obstacles)
* How would you indicate character perception of enemies located nearby, but just outside the character's line of sight (using 3D sound would work better from first person, but especially in overhead camera mode it might be less efficient)
* What, in your opinion, makes stealth gameplay interesting? What kind of stealth system would support your way of playing?


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Jonathan Eyre June 13, 2011 20:17 2 Thumb-ups
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General Feedback From Stealth Games

Stealth games i do like playing and have noticed some key features that seem to do well.

Splinter-cell has been an on going series for many years and therefore must be doing something right. On the bottom left they have a noise meter and also the light meter with the health in the center circle. Quite a neat little compact graphic that works well for the player.

Shooting out the lights also works well for splinter-cell as guards will then investigate which you can then knock out, but the guns would have to be silenced which I'm not just if the pistols in the game will have attachable silencers. If so, it could work ok, just alot more programming to do if implemented.

Another game for stealth although not direct stealth was "The Sabateur", a french resistance game set during WW2. When fully stealth the colours go black and white which is a clear indicticator of when fully stealthed (i think it was also done in some of the other splintercells).

As for other games the endless tiring of "You've been caught, Click x to restart" is just painfully boring and can be a real killer between an alright game and an excellent game.

Hope that helps bring up some issues and i do agree that you need to make more than one option of travel through the levels, as that is what allowed splinter-cell to work, although some levels had just one way through the final bit, but the rest of the level in sections had at least 3 different ways to traverse the NPC's.

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Matti Delahay June 15, 2011 07:28 Flag

Markus: Agreed, the Nazis won't have trash lying on the floors of a military base anyway so if we do this it'll have to be something with a purpose.

Another way to lure enemies away from somewhere would be slight sabotage - as long as you do it in a way that isn't obvious (like cutting wires) or the enemies will know there's somebody intentionally breaking things.

Markus Koskivirta June 15, 2011 07:01 Flag

The only thing about these "distraction" items is that they're pretty much always just there, laying around, doing nothing. Which is stupid.

If there are items to throw around, have them perform a function, not just "rusty tin can" in Fallout 3 or even Half-Life. Nothing more stupider than seeing the same item being dropped into some location just so the player can toss it around.

Matti Delahay June 15, 2011 05:54 Flag

Jonathan: That's very possible, it's a classic move. :D

Jonathan Eyre June 15, 2011 05:40 Flag

Also just remembered. On splintercell you could pick up a tin and throw it as a distraction at a place which while they are investigating gives you change to slip by. Could be used?

Matti Delahay June 15, 2011 05:07 Flag

Now that's not impossible! A slingshot or a similar weapon might just work on relatively close ranges (with heavy enough ammunition to break the heavy duty lights of the bunker). We'll have to see about using this possibility!

Carl Voluntaryist June 14, 2011 17:25 Flag

How about an acquired blowgun, sling-shot, rock, or other simple ranged weapon?

Matti Delahay June 14, 2011 07:17 Flag

Thanks for the shot!

I haven't played splinter cell or saboteur myself so this was enlightening, it's always interesting to hear how certain mechanics have been dealt with in different games.

Somehow manipulating the lights would be a really good feature - whether it's breaking generators or cutting wires or whatever. Shooting a light might still make too much noise in closed quarters even if the gun is silenced.

We'll certainly try to avoid auto-fail when someone catches a glimpse of the PC - the guards don't have a sixth sense that tells them that what they saw was an enemy. Also, even if you get "caught" you might be able to lie your way out of the situation if you're wearing some disguise.

Several "routes" will certainly happen - we're trying to make the stealth parts (and other parts too) fairly non-linear so that you have certain objectives to complete (or to choose from), but don't have to run in a pipe to reach them.

Jin-roh_thumb
Carl Voluntaryist June 13, 2011 20:05 1 Thumb-up
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Look around corners

IDK if this has been suggested elsewhere, but maybe stealth can repurpose a well polished knife for peeking around objects, which could be replaced with a dental mirror later on.

Basically, when using this, we get a detail shot of the knife/mirror, which can be rotaded a bit to reveal more of the scenery.

It could also be used in some puzzle dealing with lights, or something.

For added realism, maybe after stabbing a Nazi, the knife would be bloody, and auto-cleaned before use (animation in detail shot).

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Matti Delahay June 14, 2011 07:03 Flag

I think this one would work better from a first person perspective - since we will only have third person overhead and third person over the shoulder it would require a lot of work to look sensible and work as intended.

Leaning and peeking around corners would work best in first person too, but that might be easier to adapt to third person than the knife/mirror.

Jin-roh_thumb
Carl Voluntaryist June 09, 2011 08:26 2 Thumb-ups
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Hiding/Perception

I don't think you should show the degree of hidden-ness of the PC. Seems unrealistic to me.

But if the PC is trying to sneak up on NPCs, he could get an idea based on the behaviors of them.

A smoking guard in a darkened corridor, for example, would extinguish his cigarette, stop pacing, stop muttering, become dead silent, and listen/scan for anything out of the ordinary.
If he feels like he has pinpointed the origin of whatever tipped him off, he might point his flashlight in the general direction, and maybe do a quick sweep around there.
If he has any lingering suspicions, he might disappear around a corner, and wait for anything to pass by him.

A dog might start sniffing, and wagging its tail, cringing with its tail between its legs, or growling. Upon suspicion it might do that hunting-dog-stance (would look comical), bark, whine, or run over/attack.

The PC could hunker down, close his eyes, and receive a boost to his hearing.

He'd pick up fragments of conversation, footsteps, scraping from adjusting rifle- and/or helmet-straps, clatter of rifle-butt against canteen, sounds of reloading/weapons-check, whistling, recital of poetry (or tongue-twisters), unsnapping of buttons (i.e. canteen cover), chugging of water, squeaking doors, squeaking rats, etc...

By turning his head, he could get a sense of direction. If you're not going the surround-sound way, then maybe little directional symbols of sound-waves: ))) ((( or something?

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Carl Voluntaryist June 10, 2011 16:34 Flag

Oh, and while cycling through different directions, the closest sounds would come out the clearest, and respectively the head would auto-turn towards those too. (maybe also an option to turn off auto-turn, or it only happens in relative silence)

Matti Delahay June 10, 2011 09:39 Flag

Yeah, we might well experiment a bit with that kind of "listen closely" -mode and see how it works in practice.

Still open for new suggestions too, of course. :)

Markus Koskivirta June 09, 2011 14:47 Flag

The listen closely -function is something worth considering, but I'd leave out the symbols. Just enable a mode, which allows you to rotate the character and then surround-sound the effect so that the sound you're facing becomes stronger and others weaker.

Think Assassin's Creed and it's surveillance "cutscenes" where the picture focuses on the target and other noises cancel out. But without the image hazing.

Besides, the PC has no idea *what* is generating the noise, only that there's a certain sound coming from a certain direction and by focusing in that direction you get a clearer picture.

Edit: By picture I of course mean a clearer sound.

Carl Voluntaryist June 09, 2011 10:13 Flag

A 'listen-closely' button? Why didn't I think of that!?

So, the PCs head turns automatically towards the sound, and if many sounds are heard, the player presses the 'listen-closely' button, which allows him to manually turn the PCs head, and cycle between the different sounds.
This would bring out specific ones, making them clearer, and dim out the rest, garbling them & blending them with the background.
EDIT 2: Sort of like seeking through radio frequencies, but without the static.

This allows the player to determine the right direction.

EDIT 1: If you go with symbols, common industry practice is intensity of perception equals intensity of symbol color.

Matti Delahay June 09, 2011 10:00 Flag

That might still be confusing if there were several sound sources at once?

Of course we could always try some kind of "listen closely"-button that would show icons of different sound sources around the PC in a circle, it would make it easyish to spot what sound sources there are around the player, but the drawback is that as a visible game mechanic it might not feel very immersive.

Carl Voluntaryist June 09, 2011 09:53 Flag

In 3rd person view, the PC could automatically turn his head in the direction of the sound.
That aught to show the player where it comes from.

Matti Delahay June 09, 2011 08:56 Flag

I agree, hiddenness-meter isn't very immersive - just an example of what other games have used.

NPC reactions upon hearing or seeing something is a good point, that should definitely be used whatever other means are in use!

Surround sound is problematic when there's an overhead camera available - it might be hard to make it intuitive to spot where the sounds are coming from - would they be relative to the character direction or camera direction etc.

Little directional symbols for the sounds are something we've considered, but there are some problems with that too - if PC hears different sounds from different sides it might be difficult to indicate which sound came from where.

Any character sounds will of course at least give the player some idea that someone is nearby (and even the distance can be communicated through sound volume), but we haven't yet come up with a perfect or even near-perfect solution to how to best indicate the direction of several simultaneous sounds.

Mkoskivismall_thumb
Markus Koskivirta June 08, 2011 15:12 4 Thumb-ups
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Comparison of previous games' mechanics

Right, this is pretty much just up my alley, since I've liked stealth-based gameplay for all my life. I'll start by comparing different sets of styles and end with a recap, it'll be a pretty big shot again, I'm afraid.

So, when thinking about stealth-mechanics, the main way they're usually handled is a step-based "light-indicator" or a lightbulb or similar object, which shows how well lit your character is. While this is very straightforward and easy to look at, it usually breaks the immersion somewhat. Normal example given of this type of stealth are Thief-games. On the other hand you have the typical 3rd-person game where you show absolutely no sign of how well hidden you are (Witcher 2, Alpha Protocol, Hitman etc.), which can be frustrating at times. The thin line between these styles is pretty hard to make, because I for one can't really figure out how you could combine their elements easily and non-intrusively. Which element suits this game best is pretty much gonna have to be up to you, unless you give us screenshots or action-clips of the mechanics being used in comparisons.

Personally I never played Metal Gear Solid, but I've heard many people praise it's stealth mechanics. Also given that it's a consolegame, I don't trust their ability to judge it widely enough, so I'll leave that in the air, too.

On to the "spot the enemy" part. I've seen games that do peripheral vision animations on enemies (Commando-series), which frankly were necessary for the game to work, but felt stupid. Since when can your commandos "sense" where the enemy is coming and how far he can see. Also, realism is a factor in this, because honestly how many soldiers can only see 15 meters ahead of them, even in daylight. So I'd cross that out, unless you have a helluva lot of soldiers on screen at the same time and you need to be able to see them all to make it through.
Then you have the "I can hear you" model, where the sentry is programmed so that he's whistling, or smoking, or whatever, so your PC can hear (or see the red cigarette butt) when there's a "hidden" guard somewhere not directly lit. These games usually plant guards in spots where there is lighting aplenty, so the player knows lighting == guards. This makes the routes pretty restrictive (more on routing later), the stealth monotonic and frankly, the unseen guards worthy of a reload. Since usually you have to die to the guard or have him alert the base once, before you spot him. Frustrating, annoying and done very many times before.
"Sixth sense" mechanics are a pretty good way of doing it, but don't fit in with this game's concept idea of keeping it real. The Witcher-series for example uses potions which give you the ability to see the vital signs of another being some way away (even through walls). So let's ditch that.
What do we have left? Well, we have ye olde style of actually having the player be shitting their pants about stealth all the time. Think Amnesia: Dark Descent. Very simple game mechanic, very simple tasks to do, ample hiding spots and a lot of things that can go wrong. One of the most terrifying games I've ever had the displeasure of playing, but if you're able to ignore the horror-aspect (the character can't defend himself), it's a grade A++ stealth game. You can carry a torch with you, but it'll give away your position to the baddies. You can go blind, but unless there's some other source of light, you're shit out of luck and also blind.
The way it would work in an isometric sort of system would be so that the player would be given ample time to hide if he'd be spotted. "Halt!" from the guard who sees the light, or whatever. And once you hear the guard is running towards you, you shut down the light and crouch somewhere to hide, wait for him to do his little patrol and maybe even react to it, let him do his small flashlight sweep while you creep behind him and knock him out. Since this is a game with flashlights available, they should definitely be used as "eyesight" markers on the guards in lowlit areas. Forget lit bays or areas, think pitchblack room with wandering guard, looking for the sneaking protagonist. It would also be realistic, since unless the guard shuts his light off, he can't see anything outside it's radius.

Now, once you get used to that idea, here's my big "bang". Light-reactive eyesight. Everyone has it, everyone uses it. Think lowlit rooms when you're about to go to sleep. When you shut down your rooms lightsource, you're blind for a while. But once your eyes get used to it, your room will be pretty much visible (given there's moonlight or any small source of light available). This mechanic should be utilized in such a manner that the PC would have a certain given time in which the rooms visibility would increase in darkness, or not at all if it's pich black. Sort-of-like-bloom-effect but not as tacky and a better alternative. It could be used even in situations like lightning (or a powerful light) showing the whole room and temporarily blinding you because you're used to the darkness etc.

Believe it or not, that's practically never been done before on a bigger scale. And I can't fathom why, it's just a little play on hue and brightness. You'd just have to make it quite close to the real thing, since anything faster or slower would feel weird to the player. Timing would be key. Also, in this model you don't need to know where the guards are, since you can react to them by running away or something. The reaction is key, not the finality of "you've been spotted, try again".

And last, I want to point out a key aspect of sneaky games that's almost always forgotten. Have multiple ways to clear a path or go around it or fool the guards. There's nothing more annoying than having to guess "the right way" of doing it, when in reality you would do something else. Give players a lot of options. A good way of spoiling it has been done in Portal 2. That game had sooo much potential in those large open areas during the mid-section of the game, but what did they have the player do? Search the whole frigging area for that ONE plate that could be used for the portals. There was practically no choice given to the player, only one way to the next door and you had to use it. Such a huge amount of wasted potential.

P.S. About the con-manning. I definitely think the PC should be able to have many different identities (maybe acquired along the way, maybe had them before entering the base) and be able to choose which one to use in a conversation. You'd have to give small hints (and preferably not obvious ones like "use the higher ranking guy on the small soldiers") and maybe observe the guards beforehand. Having the player stop and actually listen to the soldier's banter is a good way to pace the game and make the script-kiddies powergaming through the thing get annoyed. Nothing really increases immersion like a situation where you really have to stop, listen, think, prepare and then try to figure out the right combination so to speak.

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Carl Voluntaryist June 10, 2011 09:09 Flag

As a noise generator: maybe the old cup-telephone could do the trick?

The PC would of course first have to set it up to lure away anyone. And maybe he'd have to first construct it using two cups, a long string, and some washers.
Come to think of it, he could use compatible air-ducts: too small to crawl through, but good enough to carry a whisper (or the sound of an alley cat).

Or dragging some scrap metal across the floor, after tossing it behind the guard inconspicuously.

Then there's the standard issue D-day cricket...
http://www.dday-overlord.com/eng/dday_cricket.htm

Matti Delahay June 09, 2011 08:35 Flag

Carl: Not a bad idea, we'll have to see if we can put it into use somehow.

Carl Voluntaryist June 09, 2011 07:50 Flag

You raise great points there, and I concur!

I especially like your idea for light-reactive eyesight, and have something to add:

Some militaries train their soldiers to close their 'firing-eye' (the one they use to aim) if, say a flare is lit at nighttime, and scan for targets with their other eye. Once the flare dies down, their main eye will already be adapted to the darkness.

I guess, you could incorporate a quick-reaction keystroke for surprise brightness, which could also be used when traversing alternating areas of light/darkness.
It would allow the PC to adjust faster, but maybe affect his targeting slightly as he loses depth-perception.

Matti Delahay June 09, 2011 05:11 Flag

Excellent shot, thumbs up!

The light-reactive eyesight, for one, is a great idea and one that I hadn't thought about at all! I'll have to speak with the programmers & graphicians about trying this out - it feels so obvious, but I can't think of any game that would have properly utilized it for stealth either.

Low light of the areas also gives the player time to react to partial enemy detection - as long as the player hasn't gone on a killing spree or something, the guards don't really expect to have hostiles in the base and if they catch a glimpse or sound they would probably think it's just some civilian who got lost in the corridors or someone pulling a prank or something to that effect.

Having multiple ways to go around is something I would really want to have in any case - it does wonders to immersion.

Good points on other things as well, I'll copy the essentials from this shot to my notes, thanks for the help once again!

Markus Koskivirta June 08, 2011 15:21 Flag

And just as I finished typing I remembered I forgot one thing: the footsteps.

You should give the player two ways to go about. Slowly and silently or quickly and loudly. Have those footsteps generate a certain "radius" of noise and people reacting to them. These could also be utilized on noise-generators and somesuch (plant a generator, lure the guard to it, then knock him out from behind etc.)

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Seppo Hiltunen June 08, 2011 09:07 2 Thumb-ups
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Night time on Antarctica?

New Years eve on Antarctica means there is bright daylight all the time on surface of the continent, sun is not setting at all.

It is like midsummer here in Lapland. So all the action must take place in dungeons and tunnels of the military base, if there is dark corners or caves. If the action is happening on surface, then the player could take advantage of the position of the sun in the sky.

Antarctic circle surrounds almost the whole continent: http://www.mapsofworld.com/antarctica/antarctica-political-map.html

And insidethat circle sun is not setting at all in New Years Eve.

So bright daylight is going to shine through all windows to the base. And there is a dangerof getting snowblind outside, UV-beams of sun are reflecting from the snow...

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Matti Delahay June 08, 2011 09:15 Flag

Taking advantage of the position of the sun is a good point, also - we'll see if we can use that somehow. Another thing about the outside areas is that the soldiers probably wear pretty warm and covering clothes out there so disguising as enemy should be easier if you can obtain enemy clothes & equipment.

Matti Delahay June 08, 2011 09:12 Flag

Good thing that you picked this up right away, forgot to mention it in the task - I'll edit it up there right away. :)

Matti Delahay June 08, 2011 09:11 Flag

Yes, this is something we've already taken into account - we actually had to re-do some concept art because of this. :)

The stealth portions of the game will mostly take place inside anyway, so this is not a real problem. Nighttime changes things only in that there are less people going about their business in many floors.