The bottom line
A good stealth game answers detection with guard AI states that let the player escape, hide and return to stealth, not with instant failure or a forced shootout. Quick loading undermines that design, so developers should encourage hiding over reloading.
Key takeaways
- Ending the game or forcing a shootout when the player is spotted fails the genre. 0:43
- An instant game over, as in the Miles and MJ sections of Spider-Man, is frustrating unless levels are tiny or full of checkpoints.
- In Uncharted 2, being spotted turns the whole area hostile and Drake cannot hide, so the player is shunted into a different kind of game.
- Guards move between idle, combat and search states, and that structure lets the player reset the system. 2:32
- Metal Gear Solid shows the template: a viewcone sighting means "Alert", broken line of sight means "Evasion" with a countdown timer, and a run-out timer returns the guard to patrol.
- Pac-Man's ghosts work the same way, switching between "chase" and "escape" when a condition is met.
- Fuzzy detection gives players room to make mistakes without failing. 3:40
- In Dishonored 2 a lightning bolt fills with white, then red, taking guards from idle to suspicious, alerted and finally combat. The player can break line of sight at any point.
- Guards track the player by a "last known position", only nearby guards join the hunt, and UI icons or voice barks keep the states readable.
- The quick load key lets players erase every mistake, which kills the tension of being spotted. 8:14
- Reasons for abuse include the power fantasy of the perfect spy, a dull search phase (sitting in a cupboard for over a minute), and rewards for never being spotted.
- Shadow Tactics builds quick load in as its official way to handle failure.
- Developers can curb quick loading with checkpoints, limited rewinds and lasting costs for mistakes. 10:59
- Racing games limit the number of rewinds per race, so a few mistakes can be fixed but not every one.
- In the Arkham games, escaping is easy, but Batman's health lost to buckshot does not regenerate until the encounter ends.
When you get spotted, an elegantly designed stealth game doesn't just end or switch to a completely different genre. Instead, it forces you to find a way out of the situation, but it also quickly lets you return to the sneaky action you came for.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 Introduction
| Approach | Instant game over | Forced shootout | AI state loop |
|---|---|---|---|
| When spotted | Level restarts | Whole area turns hostile | Guards chase, then search |
| Back to stealth? | Only by restarting | No, can't hide | Yes, once the timer runs out |
| Example | Spider-Man (Miles, MJ) | Uncharted 2 | Metal Gear Solid |
| Verdict | Frustrating | Use with caution | The genre's template |
Stealth only has tension if the player can be found, so handling detection is the genre's core design problem.
- Being found is what gives hiding its tension. 0:06
- Games have wrestled with this since the genre began.
- The two simplest answers come first, to get them out of the way.
- The instant game over only works if levels are tiny or full of checkpoints.
- The forced shootout is a lot better than a game over and suits some games, but it needs maximum caution in a stealth-focused one.
1:37 Video Game AI
Guard behaviour is a set of states, and a met condition moves a guard from one state to another.
- An AI character sits in one state and switches when a condition is met. 1:48
- Most games build this as a finite state machine or a behaviour tree.
- Each state has its own actions and animations.
- In Pac-Man, the ghosts return to "chase" once the power pellet runs out.
- The author's Design Icons episode on Pac-Man covers more of the detail.
- Guards loop through patrol, combat and search, and the loop can be reset. 2:44
- Idle guards walk a set patrol path or stand at a fixed post.
- A guard who finds the hidden player goes straight back to combat.
- In Metal Gear Solid, the radar shows the current state to the player.
- Most stealth games still use this structure, with a bit more nuance.
3:40 Improving Guard Detection
Gradual detection, fair searching and readable feedback give players room to fail without losing stealth.
- A fuzzy middle between idle and combat is kinder than instant detection. 3:40
- Halfway up the bolt, a suspicious guard walks toward the player.
- When it fills, the guard draws a weapon and moves faster.
- Break line of sight while idle and the guard never registers the player.
- Escape while suspicious or alerted and the guard searches, then returns to patrol.
- Guards should search with senses a player can understand. 4:36
- Splinter Cell: Blacklist shows the last known position as a ghostly white Sam Fisher.
- Only nearby guards are drawn in, so the player can remove the threat and reset.
- Some games send the spotter to an alarm tower for reinforcements.
- That gives a clutch moment to kill them first, or a payoff if the alarm is booby trapped.
- Guards can stay wary after the player escapes. 6:02
- Instantly returning to idle after friends are killed feels unrealistic.
- In The Phantom Pain, the area stays cautious for many in-game hours.
- Guards there give up the active hunt quite quickly.
- In Arkham Asylum, guards settle into a "nervous" state, walking back to back with weapons raised.
- Escape and reset give stealth a second, chaotic rhythm. 7:24
- Slow, patient sneaking pairs with frantic improvised action.
- Readable feedback keeps this clear: thought bubbles in Untitled Goose Game, voice barks elsewhere.
- Examples include slipping an optic fibre camera under a door, then chasing down a witness.
- Others are diving through a window, or riding a horse away in a blizzard of gunfire.
8:14 Dealing with Quick Load
Quick load is the strongest gadget in stealth games, so designers should limit it and reward good play without pushing everyone toward it.
- Players use quick load to erase every mistake. 8:28
- Many players save before anything sneaky and reload when it goes wrong.
- Mark Brown counts himself in that group.
- Sam Fisher is never spotted and never screws up.
- Arkane brought quick save to the console versions of Dishonored 2.
- Ghosting is a fine way to play, but a bad way to teach. 10:03
- Like speedrunning, no developer would push it on a first playthrough.
- Assault Android Cactus tracks enemy chains silently until the player first does one.
- Good players get rewarded without confusing new ones.
- Brown's verdict: Developers, just copy that.
- Limited saves and rewinds keep mistakes meaningful. 10:51
- Console-born games put checkpoints at the start of each encounter, so players try to salvage a screw up.
- Racing rewinds are more intuitive than manual saving.
- Limited rewinds mean no perfect lap built from redoing every error.
- In the Arkham games, a few gargoyles reset the system to stealth almost at once.
- Lost health means Batman can only make a finite number of mistakes.
12:13 Conclusion
Stealth design rules are there to be learned, used and then ignored.
- The series gives basic rules, not a complete system. 12:44
- More could be covered, like multiplayer stealth games.
- Early submarine sims inspired the genre.
- The hope is that players learn, use, and then, most importantly of all, ignore the rules.
- The future of the stealth genre is left open.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Explains how stealth games handle being spotted, from the guard state machine in Metal Gear Solid to the fuzzy detection meter in Dishonored 2, and why quick loading undermines the genre. The Arkham games' lasting health loss, compared with the limited rewinds in racing games, is the example that shows how to stop save scumming.
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