The bottom line
Stealth guards see and hear through simulated eyes and ears, and how much of that system the game shows the player decides the experience. Hidden, fuzzy systems build tension, while visible ones give the player confidence and a predator feel.
Key takeaways
- Guards see with viewcones and raycasts, plus a growing awareness meter. 1:21
- Splinter Cell Blacklist adds a wide peripheral box and a small zone behind the guard, and raycasts to eight bones on Sam Fisher.
- Awareness fills slower when the player is far away, in low light, crouching or still.
- Guards hear by sound traveling along the pathfinding network. 3:18
- Each noise gets a distance tied to its volume, and a straight line would ignore walls muffling it.
- Thief guards can pass on second-hand information, and Hitman 2 enforcers notice less when 47 faces away.
- Even a realistic system leaves ambiguity that frustrates players. 4:51
- Players meet guards who spot them when they thought they were invisible.
- Developers reduce that ambiguity with interface cues, refuge spaces, player favouring and fuzzy detection. 5:08
- Thief has a light gem, and Splinter Cell has a sound visualiser.
- Blacklist halves a guard's hearing when offscreen, and The Last of Us raycasts to Joel's chest when he crouches.
- Showing the system fully, as Mark of the Ninja does, trades tension for player power. 7:33
- Mark of the Ninja shows vision cones and sound pulses, and Shadow Tactics splits its cone into three zones.
- Alien: Isolation hides the alien's senses on purpose, because fear comes from not knowing.
It doesn't matter what the NPC can see or hear from a simulation perspective. It's what the player thinks the NPC should be able to see or hear.
Martin Walsh, Splinter Cell Blacklist programmer
Chapter summaries
0:00 Introduction
Stealth is the fantasy of staying unseen, and it only works when several linked systems are balanced.
- The fantasy depends on balancing several systems. 0:24
- Enemy awareness, information gathering and detection must all work.
- Get one wrong and the whole thing can crumple in on itself.
- The core fantasy is outsmarting an entire army that doesn't know you exist.
- The miniseries takes one system per episode, covering the technical side, design choices and player experience.
1:11 Simulated Eyes and Ears
Guards get virtual eyes and ears that copy human sight and sound, using simple shapes, lines and paths.
- Vision is a cone that must be checked against cover. 1:21
- The viewcone is an invisible, cheese-like shape stuck to the guard's face.
- A plain cone would let a player stand right next to a guard unseen, so shapes get more complex.
- Cone height matters if players should be able to hide above enemies.
- A raycast is an invisible line between two things, used to check if anything is in the way.
- Spotting needs a certain number of Sam Fisher's raycast points to be visible.
- Guards notice more than the player. 3:01
- They can react to open doors, interesting objects and dead bodies.
- This allows traps and distractions.
- It also gives the impression of intelligence and awareness.
- Hearing works by giving each sound a reach. 3:18
- Gunshots, loud floorboards and thrown stones all get a distance.
- Guards inside that distance are sent to check the source.
- The pathfinding network is the same tech that lets enemies move around without bumping into objects.
4:32 Reducing Ambiguity
Players cope with guesswork when the game makes guards' status readable and gives them safe places and fair rules.
- Guards can signal their alertness through animation and sound. 5:50
- An idle, lazing guard suggests weak perception.
- A suspicious guard with a raised weapon is far more alert.
- Audio barks reveal that a guard is starting to notice you.
- Detection indicators mimic the awareness meter and sometimes show where the guard who saw you is.
- Refuge spaces give the player guaranteed safety. 6:11
- Examples are Batman's gargoyles, Assassin's Creed's long grass and Hitman's crates and cupboards.
- They give a place to scout and plan from total safety.
- Fuzzy detection keeps the system fair. 7:15
- Being spotted the instant you touch a vision cone would feel unfair.
- Guards take a few moments to become aware before they are totally alerted.
- Player favouring is the art of handicapping systems to bias the player.
7:33 Showing the Sensory Systems
Showing the senses on screen makes detection binary, and it works in 2D and 3D.
- Visible senses pair with instant detection. 7:41
- Light and shadow show on the ninja's sprite.
- Noise pulses appear before the noise is made.
- Only the very edges of the cones keep a slight analogue fuzziness.
- In Shadow Tactics, a tripped cone fills with yellow, and you are spotted when the yellow touches you.
- Its dotted refuge zones, like bushes and high grass, always hide you.
- 3D games can show their senses too. 9:24
- Metal Gear Solid draws cones on a top-down radar.
- Sly Cooper guards carry torches with pools of yellow light.
- Deus Ex: Mankind Divided still uses the radar, a hand-wavey fix.
- Standing in the torchlight means you are spotted. Cartoony, but readable.
10:03 Conclusion
| Hidden, fuzzy senses | Revealed senses | |
|---|---|---|
| Examples | Thief, Alien Isolation | Mark of the Ninja, Shadow Tactics |
| Detection | Gradual awareness meter | Binary, near-instant |
| Player relies on | Gut sense of light, distance, sound | Visible cones and noise pulses |
| Feeling | Heart-pounding tension | Confidence, apex predator |
| Suits | Fragile hiding, horror | Traps and elaborate plans |
Fuzzy perception gives tension, and clear perception gives power.
- Ambiguity keeps the player's sneaky status fragile. 10:09
- You judge light, shadow, distance and sound yourself.
- Thief programmer Tom Leonard: getting the player's heart pounding by holding them on the cusp.
- This fits a fantasy where power comes from hiding, not brute force.
- Clear perception lets the player act like a predator. 11:12
- Players lure guards into traps or sneak in for silent kills.
- Jamie Cheng said he cared more about creating an elaborate death trap than guessing whether a guard would hear.
- Refuge zones and gadgets can give the same feel, but accurate prediction gets there faster.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Stealth guards perceive the player through simulated eyes and ears (view cones, raycasts, awareness meters, pathfinding-based sound), and how much of that system the game shows the player decides whether it feels tense or empowering. Comparing Mark of the Ninja's fully visible vision cones and sound pulses with Alien: Isolation's hidden senses makes the tradeoff clear.
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