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Metal Gear Solid V

A stealth action game with systemic enemy camps.

3 sources2 tips

Where Metal Gear Solid V comes up3 episodes and tests

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit testThe Power of Invisible ChoicesGcreator of Game Maker's Toolkit testPlaying Past Your Mistakes
In short

Metal Gear Solid V appeared more than any other game across over 1000 games discussed on Game Maker's Toolkit. Enemies adapt to play style, adding helmets after repeated headshots and floodlights after night attacks. A spotted guard must investigate and call backup, so mistakes slide along a failure spectrum. Lesson: give players hidden stakes and several recovery steps, so they act deliberately and one error is not a disaster.

At a glanceGetting spotted in Metal Gear Solid V isn't instant failure
  1. 1Guard investigatesFirst reaction once you're spotted
  2. 2Reflex modeSlow-mo lets you shoot him first
  3. 3Guard calls backupHe has to radio for help
  4. 4Escape, fight or helicopterStill ways to recover
  5. 5You dieOnly if you fail every step

From Game Maker's Toolkit on Metal Gear Solid V

What was said about Metal Gear Solid V

1Enemies that adapt to your play style

  • Metal Gear Solid V enemies counter the tactics players lean on. If you keep going for headshots, the AI adds helmets. If you attack at night, it adds floodlights. Because any habit might change what you face next, players think about each action.

    It is offered as an example of giving encounters a hidden stake, alongside Dishonored's chaos meter, where each kill changes the narrative, how characters see you, and the number of rats in the world. The quote: "every combat encounter has the opportunity to change the future, you end up playing in a more deliberate and thoughtful way."

2The failure spectrum when a guard spots you

  • Metal Gear Solid V puts many steps between getting spotted and dying. A spotted guard first investigates, then you get slow-mo reflex mode to shoot him, then he has to call backup. Even then you can escape, fight or call a helicopter, and you only die if you fail every step.

    A failure spectrum is the range of states between perfect success and total failure. With more steps in between, a mishap just moves the player down the spectrum, so reloading is not worth it, and players can often claw back toward success. The quote: "mishaps aren't so punishing that you might as well reload - they just shove you a little further down the spectrum."

3Its place in Game Maker's Toolkit's coverage

  • It appeared more than any other game on Game Maker's Toolkit. Across over 1000 games discussed on the channel, Metal Gear Solid V came up more than any other, with its systemic enemy camps cited as a design reference.

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