Difference between revisions of "Stealth"

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[[Information Passing]],  
 
[[Information Passing]],  
 
[[Line of Sight]],  
 
[[Line of Sight]],  
[[Movement]],
 
 
[[Sniper Locations]],  
 
[[Sniper Locations]],  
 
[[Strongholds]]
 
[[Strongholds]]
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[[Movement]],
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[[Conceal]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 09:57, 13 October 2011

The goal to move and perform actions while remaining undetected.

This pattern is a still a stub.

Sometimes favorable conditions in a game can be achieved by not having one's actions noticed by other players. When this is the case, players have Stealth goals that force them to plan actions that minimize the risks of being noticed while still completing the required actions.

Examples

Thief: The Dark Project and the other games in the series exemplify a game using Stealth. The player is a master thief, Garrett, who lives in a medieval fantasy world and performs his duties by relieving the rich nobles of their riches. The main goal is to collect the valuable items, while the secondary goal is to avoid being detected by the Guards while moving around the Level s.

Many children's' games are based on one person trying to find the other players while at the same time trying to Guard an area that is a safe zone for the other players. If the other players, by a combination of stealth and running, make it to the safe zone they are home free and do not have to be the player guarding the safe zone in the next game.

Assassin's Creed series

Thief series

Fallout series

Elder Scrolls series

Metal Gear Solid series

Using the pattern

Stealth is a compound goal pattern using Conceal together with Evade with a secondary goal involving Movement or other actions from the player, normally Rescue, Traverse, Delivery, Camping, or Gain Ownership (including gaining Area Control simply by being undetected in a particular place). Designing the Stealth goal consists not only of choosing between the different design options of these patterns, but also determining what player actions can reveal the players and what the Tradeoffs are between the various Risk/Reward relations for each action in a given context.

Longer Stealth goals can be divided into parts that require short Stealth goals to be fulfilled in order to avoid Guards and Alarms, short bursts of action to Overcome enemy Units without them activating Alarms, and Tension -filled moments when the best option for the player is to perform No-Ops. The complexity of Stealth goals can be increased by letting Guards have Reconnaissance goals so that players have to take their Movement into consideration.

--- trans Most cases of Stealth rely on opponents having Guard or Reconnaissance as Preventing Goals, making Stealth and these goals Excluding Goals. Giving players Stealth goals combined with Herd goals increases the chances of failure and thereby provide more Challenging Gameplay.


Can Be Instantiated By

Area Control, Enemies, Flanking Routes, Information Passing, Line of Sight, Sniper Locations, Strongholds

Movement, Conceal

Can Be Modulated By

Alarms, Camping, Choke Points, Flanking Routes, No-Ops Strategic Knowledge

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Stealth is the goal of trying to Conceal one's location while having to do some Movement, and creates Tension since being discovered have Penalties. These types of goals may require players to pace themselves as quick or effective Movement may have too high risks, and sometimes any action or Movement may cause the goal to fail. Stealth can thus create Risk/Reward situations and sometimes require players to perform No-Op actions if these are at all possible. For Real-Time Games, performing the actions required to complete Stealth goals are likely to be Dexterity-Based Actions.

Most cases of Stealth rely on opponents having Guard or Reconnaissance as Preventing Goals, making Stealth and these goals Excluding Goals. This can be used as the basis for Quests but also for creating Loyalty goals if players need to perform actions that would break their - possibly only perceived - Loyalty if they were observed. If these Stealth goals are Optional Goals, e.g. Stealing game items only for monetary gains while wanting to appear a honest citizen, this is an example of a Risk/Reward possibility.

The slow tempo and possible pauses in completing Stealth goals give players a chance to make use of Strategic Knowledge, e.g. the locations of Alarms, to do Strategic Planning although this often needs to be modified by Tactical Planning due to unplanned situation, e.g. noticing Enemies with Guard or Reconnaissance goals. Both these aspects of planning make Stealth provide Stimulated Planning, and in many cases these depend on how perception works in the games which often makes Line of Sight important.

Relations

with Herd

Challenging Gameplay


Can Instantiate

Excluding Goals, Loyalty, No-Op, Quests, Risk/Reward, Stimulated Planning, Strategic Planning, Tactical Planning, Tension

with Line of Sight

Stimulated Planning

with Loyalty

Risk/Reward

with Real-Time Games

Dexterity-Based Actions

Can Modulate

-

Can Be Instantiated By

Area Control, Enemies, Flanking Routes, Information Passing, Line of Sight, Sniper Locations, Strongholds

Conceal together with Movement

Can Be Modulated By

Alarms, Camping, Choke Points, Flanking Routes, No-Ops, Strategic Knowledge

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Stealth that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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