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Hey everyone. Hope you're all safe. I'm back to the school of stealth, with a episode on gadgets! And super powers, abilities, and other game mechanics. Hope you like it - lots of talk about balancing mechanics in this one. Next episode will be on what happens when the enemy sees you! Eek! AI states! Quicksaves! Alert timers! 

Also, I'm currently working on a big secret project. Another 3 part miniseries. Going to take a lot of research, so doing some other smaller vids while I work on that. Keeping myself very busy!

Chat soon

Mark

Files

The Five Types of Stealth Game Gadget | School of Stealth

Welcome back to the School of Stealth, a GMTK miniseries on how stealth games work. In episode two, let’s look at stealth game gadgets. From optic fibre cameras to camouflage outfits to the trusty silenced pistol. Subscribe to ensure you catch future episodes. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources What Works And Why: Unfair intel in stealth games | Rock Paper Shotgun https://www.rockpapershotgun.com/2018/04/03/what-works-and-why-unfair-intel-in-stealth-games/ DGC Ep 136: Interview with Randy Smith and Greg LoPiccolo | Dev Game Club http://www.devgameclub.com/blog/2018/10/31/dgc-ep-136-interview-with-randy-smith-and-greg-lopiccolo Design reboot: Thief | Radiator Design Blog https://www.blog.radiator.debacle.us/2013/06/design-reboot-thief.html Video chapters 00:00 - Introduction 00:51 - Category 1: Information Gathering 02:04 - Category 2: AI Manipulation 03:15 - Category 3: Redefining Space 04:46 - Category 4: Movement Systems 05:29 - Category 5: Dispatching Enemies 06:18 - Balancing These Gadgets 10:49 - Conclusion Games shown in this episode (in order of appearance) Dishonored 2 (Arkane Studios, 2016) Hitman (IO Interactive, 2016) Tom Clancy's Ghost Recon Breakpoint (Ubisoft Paris, 2019) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) The Legend of Zelda: The Wind Waker HD (Nintendo, 2013) Batman: Arkham City (Rocksteady Studios, 2011) Batman: Arkham Knight (Rocksteady Studios, 2015) Splinter Cell: Blacklist (Ubisoft Toronto, 2013) Control (Remedy Entertainment, 2019) Splinter Cell: Chaos Theory (Ubisoft Montreal, 2005) Alien: Isolation (The Creative Assembly, 2014) Invisible, Inc. (Klei Entertainment, 2015) Dishonored (Arkane Studios, 2012) Metal Gear Solid V: Ground Zeroes (Kojima Productions, 2014) Gunpoint (Suspicious Developments, 2013) Metal Gear Solid (Konami, 1998) Hitman 2 (IO Interactive, 2018) Mark of the Ninja (Klei Entertainment, 2012) Thief: The Dark Project (Looking Glass Studios, 1998) Batman: Arkham Asylum (Rocksteady Studios, 2009) Stealth Inc 2: A Game of Clones (Curve Digital, 2014) Metal Gear Solid 3: Snake Eater (Konami, 2004) Tenchu: Stealth Assassins (Aquire, 1998) Persona 5 (Atlus, 2017) Metal Gear Solid 2: Sons of Liberty (Konami, 2001) Shadow of the Tomb Raider (Eidos Montreal, 2018) Far Cry 3 (Ubisoft Montreal, 2012) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Tom Clancy's Ghost Recon: Wildlands (Ubisoft Paris, 2017) The Last of Us (Naughty Dog, 2013) Deus Ex: Mankind Divided (Eidos Montreal, 2016) Shadow Tactics: Blades of the Shogun (Mimimi, 2016) ECHO (Ultra Ultra, 2017) Music used in this episode Splinter Cell: Double Agent soundtrack - Michael McCann Systematic - Lee Rosevere (https://leerosevere.bandcamp.com) Splinter Cell: Chaos Theory soundtrack - Amon Tobin & Jesper Kyd Metal Gear Solid: Ground Zeroes soundtrack - Harry Gregson-Williams and co

Comments

SmugRainbowPony

cool stuff. On the note of information gathering, my favorite part of the Assassin's Creed series is the stealing of guard patrol path notes in AC1 (and AC2?) It already was an open-world, but you still had to perform a few "investigation quests" before Altair or Ezio's target kill would be enabled, and that would give you a minimum info to look up in your notes, but you could keep going and do more of those investigation, and gather more info, to craft plans and routes. Successfully or not.

Anonymous

Odd comment, I know: But I don't really get this video. Yeah, there’ these 5 "tools" so to speak, but you don't really put into "a game makers”-content here. You are always really good to explain what the pros and cons are for the player, the game experience or the people making the game. Here it’s more just... talk. Don’t get me wrong, I really love your work! - but I somehow just sat afterwards and thought: “... so what? Why was I told this”. Sure, you say the player is better in all fields than brute force, and x-ray vision in the batman game is OP, but I still needed af more rounded ending. Maybe I’m rambling, it’s getting late anyway.

sk8bit

Great ep, so many cool things to think about.

GameMakersToolkit

Thanks for the feedback. I saw the structure of the video as: stealth games need interesting gadgets so they're not just about waiting for guard patrols. These are the 5 key types of gadgets, and how they fit the stealth experience of taking advantage in ways outside of brute force. But they must be balanced to avoid dominant strategies etc.

Parachuting Turtle

This was a good one, and I really like that you're doing this series. I'm also excited for the next one, what happens to a stealth game when it erm... stops being a stealth game? I'd love to figure out a good way to not have to just turn it into a combat game at that point. (But also avoid save-scumming.)