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Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design FundamentalsDesign Fundamentalsof Stealth Gameplayof Stealth Gameplayin the in the Thief Thief seriesseries
Randy Smith
rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
DisclaimersDisclaimers
• I didn’t design Thief’s 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.
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
What is stealth in What is stealth in Thief Thief ??
• Goal = move through space» Steal» Blackjack» etc.
• Failure = AI state becomes “alert”» Combat» Fleeing
» Pick lock» Pick pocket
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
How does the AI become How does the AI become alert?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
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
What is this lecture about?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)
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Let’s design a stealth Let’s design a stealth game!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.
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
More stuff this lecture is More stuff this lecture is about: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
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Major concepts for this Major concepts for this lecturelecture
• 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
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Qualities of Discrete Qualities of Discrete Interaction StructuresInteraction 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 Else’s Adventure”
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
What are Analog What are Analog Interaction Structures?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.
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
What are analog What are analog interaction structures interaction structures
NOT 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
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
A Useful MetricA Useful Metric
• To what extent can the designer predict the player’s 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 game’s challenges Analog Interaction
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Analog Expression: Player Analog Expression: Player Movement in QuakeMovement 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.)
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
What makes it “analog”?What makes it “analog”?• Hey, yea! There aren’t 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.
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Player movement is Player movement is relevant to Quake’s core relevant to Quake’s core
gameplaygameplay• 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”
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
What else does Quake What else does Quake have?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.
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Components to Analog Components to Analog Interaction StructuresInteraction 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)
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Let’s talk about Thief Let’s talk about Thief alreadyalready
• 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
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Analog Expression in Analog Expression in ThiefThief
• 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.)
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Higher Order Concepts in Higher Order Concepts in Expressing StealthExpressing Stealth
• Hide in shadows = move into a dark part of the world
• Move silently = avoid moving over loud surfaces, move slowly
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Quake with only 1 hit Quake with only 1 hit pointpoint
• No partial / analog failure
• A lot of the data becomes much less relevant to resolving combat:» How damaging weapons are» Player’s emergent combat tactics
when they are weak versus when they are healthy
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Stealth-related tools in Stealth-related tools in ThiefThief
• Potions» Invisibility» Speed
• Thrown tools» Flashbomb
• Arrows» Water arrow» Moss arrow» Noisemaker arrow
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Analog Interaction Analog Interaction Structure chart = a data Structure chart = a data
analysis toolanalysis 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
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Feedback in ThiefFeedback in Thief
• AI State and AI Senses» Broadcast speech» Animations» Behavior
• Player Visibility / Audibility» Light gem» Listening
• AI Movement» Player senses
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Level-building for Analog Level-building for Analog InteractionInteraction
• Don’t create “scripts”» Don’t plan the player’s experiences
for them.
• Create “possibility spaces”» Populate the world with challenges
» Populate the world with things that interact with the player’s tools, the simulations, manipulate the data flow
» Avoid absolutes, embrace gradients
Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com
Design new types of Design new types of analog gameplay!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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