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The Five Types of Stealth Game Gadget - School of Stealth Part 2

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Game Maker's Toolkit11:43Open on YouTube
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The bottom line

Stealth gadgets fall into five types: information, AI manipulation, redefining space, movement, and dispatching enemies. Each gives an edge short of brute force, so each must be limited or countered, or players fall back on one dull dominant strategy.

Key takeaways

  • Stealth gadgets let you gain an edge over guards on every axis except brute force. 0:50
    • The five types are information gathering, AI manipulation, redefining space, movement systems and dispatching enemies.
    • Stealth games rarely hand you machine guns or rocket launchers, because force would end the sneaking.
  • Information and manipulation gadgets shape the rhythm of play. 0:57
    • Information gadgets create a loop of observing the next room, then moving through it.
    • Lures like rocks or decoys exploit the guards' simulated eyes and ears to pull them off their patrol path.
  • Space and movement gadgets turn a level from a fixed puzzle into something you can change. 3:15
    • A level is a sea of danger with islands of safety. Thief's water arrows douse candles and moss arrows silence the floor.
    • Batman's grapnel, Sam Fisher's split jump and Dishonored's Blink reach spots guards can't.
  • Unchecked gadgets cause dominant strategies that flatten the game. 6:18
    • Assassin's Creed Origins lets the eagle tag every enemy, which turns the observation and execution loop into one effortless step.
    • Robert Yang says killing foes depopulates a level, severs connections between systems, and makes the game boring.
  • Designers balance gadgets by limiting them, countering them and attaching consequences. 8:02
    • Limits include a UAV with a short battery life in Ghost Recon Wildlands, and a few sticky cameras per level in Chaos Theory.
    • Counters include Hitman's enforcers who see through disguises, and Metal Gear Solid V guards who put on helmets if you favour headshots.

Using weapons should be risky, not effortless. Information should be carefully gathered and imperfect, not handed to you. And strategies should be mixed up, not endlessly repeated.

Game Maker's Toolkit

Chapter summaries

0:00 Introduction

Stealth heroes are defined by their gadgets, because sneaking is about tipping the situation your way, not waiting for guards to leave.

  • Stealth play means using tools and powers to tilt the odds 0:27
    • Agent 47 has piano wire.
    • Sam Fisher has goofy goggles.
    • Emily Kaldwin has a fistful of superpowers.
    • These iconic inventory items often define the characters.
    • This is the second part of a series on stealth design, following the one on how guards see and hear.

0:51 Category 1: Information Gathering

Stealth rhythm is a loop: observe, then execute
As Tom Francis puts it, information is the raw material plans are made of, and each new room restarts the cycle.

Information gadgets let you see past your character's limited view, so you can plan around the enemy.

  • Information gadgets show what your character can't see 1:00
    • Sam Fisher slides an optic fibre camera under a shut door.
    • Alien Isolation has a motion tracker.
    • Other examples are keyholes in Invisible Inc., leaning around cover in Dishonored, and night vision goggles.
    • Snake's interrogation makes enemies give up patrol routes and ammo caches.
    • Tom Francis says information is the raw material plans are made of.

2:04 Category 2: AI Manipulation

Manipulation gadgets turn the guards' own senses against them.

  • Sights and sounds pull guards to where you want them 2:28
    • A Playboy magazine or dropped weapon catches the eye.
    • A sonic Batarang or sticky camera speaker catches the ear.
    • Hitman lets you overflow a sink, so the world itself becomes the distraction.
    • Lured guards open a gap in their patrol, walk into traps, or step into the dark for a takedown.
  • Some gadgets change how guards behave 3:01
    • Mark of the Ninja's Terror Dart panics an enemy.
    • A panicked guard can accidentally kill his own teammates.
    • The guard is no longer just moved, his behaviour is rewritten.

3:15 Category 3: Redefining Space

Space gadgets let you rewrite the map of safe and dangerous zones instead of solving it as it stands.

  • Each game splits safety and danger along its own axes 3:25
    • Thief's Greg LoPiccolo calls space the commodity that you are trading in.
    • Thief uses light and shadow, and loud and quiet.
    • Batman splits high and low.
    • Hitman splits public and private.
  • Changing yourself can make a dangerous space safe 4:20
    • Metal Gear Solid 3 has camouflage.
    • Hitman has disguises that upgrade 47's credentials.
    • Levels become chances to change things in your favour, not static puzzles.

4:46 Category 4: Movement Systems

Movement gadgets take you where guards can't follow, but most games rely on simple stances.

  • Most stealth games stick to stances 5:14
    • Standing, crouching and lying prone change visibility, noise and speed.
    • Audacious moves like the grapnel, split jump and Blink are not in every stealth game.
    • Blink also darts you between areas of cover.
    • The split jump only works in certain corridors.

5:29 Category 5: Dispatching Enemies

Stealth games let you take guards out, as long as you hide the evidence.

  • Takedown tools suit the fantasy if the evidence is hidden 5:42
    • Examples are the blackjack, the trip-mine and the silenced pistol.
    • The silenced pistol is admittedly unrealistic, but it is still a trusty staple.
    • Together the five types give knowledge, free movement and control over guards.
    • That control lasts until a straight-up firefight, which a later episode covers.

6:18 Balancing These Gadgets

Five levers keep a gadget from dominating play
Every lever serves one goal: make players weigh a tactic before they reach for it.

Gadgets stay interesting when designers cap their power, make it temporary, or answer it with counters, level set-ups and consequences.

  • Unchecked gadgets breed dominant strategies. 6:32
    • These are simple tactics that work again and again, in place of more interesting solutions.
    • Examples are an endless supply of rocks to slip past braindead enemies, or dousing every torch.
    • Walking out of a Dishonored level past all the corpses you made earlier shows how killing flattens the game.
    • X-ray vision can be so helpful that you never turn it off, so the whole game looks like an airport security monitor.
  • Limits and short duration keep a gadget from being all-powerful. 8:02
    • The Last of Us shows enemies through walls only while they make noise.
    • Deus Ex caps how many enemies you can tag at once.
    • Sam Fisher's overloaded fuses kill the lights, but they flicker back on.
    • In Invisible Inc, knocked-out enemies wake after a few turns unless you sacrifice a teammate to pin them down.
    • Thief makes you pay for water arrows with money stolen in earlier stages.
    • Dishonored makes you find physical objects to throw, and a Hitman cupboard holds only two bodies.
  • Counters, level set-ups and consequences push players to vary their tactics. 9:20
    • In Shadow Tactics, enemies in straw hats ignore rocks.
    • In ECHO, enemies learn and copy your tactics.
    • A gas-filled engine room in Chaos Theory bans weapons for that level.
    • Killing a guard in Invisible Inc raises the alarm one level.
    • One guard is easy to dispatch, but two guards looking at each other demand a much more complex plan.
    • Lethal takedowns in Dishonored cost you grades on the end-of-level score and can change the narrative.

10:49 Conclusion

Balancing exists to make players think about their tactics, so the game doesn't slide into a simplistic routine.

  • Limits, counters and consequences all serve one goal, thoughtful play. 10:50
    • Each balancing tool makes the player weigh a tactic before using it.
    • Without them, the game veers toward a more simplistic experience.
    • Limits, counters, level set-ups and abstract systems all push the same way.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Stealth gadgets fall into five categories (information, AI manipulation, redefining space, movement, dispatching enemies), and each one must be limited or countered or it creates dominant strategies. The worth-watching part is the long run of concrete balancing levers, from Ghost Recon's battery-limited drone to Metal Gear Solid V's guards who put on helmets when you spam headshots.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript173 lines
Introduction 0:00
0:03

Stealth game heroes always have the best gadgets. From Agent 47’s piano wire, to Sam Fisher’s goofy goggles, to Emily Kaldwin’s fistful of superpowers - these sneaky boys and girls are often defined by their iconic inventory items. Because the truth is: stealth games aren’t just about waiting for guards to move out the way before you sneak past. Instead, they’re about using gadgets, super powers, and abilities to tip the situation to your advantage.

0:34

So welcome back to the School of Stealth - a mini-series about the design of sneaky games. For episode two, we’re now deep behind enemy lines, and ready to move on. So it’s time to reach into our utility belt and pick out the five types of stealth game gadget.

Category 1: Information Gathering 0:51
0:50

So, like I said, most stealth mechanics can be bundled into five key categories. Category one covers gadgets that let you gather information. Anything that lets you see beyond the limited viewpoint of your character. So while a shut door would usually restrict your knowledge of what’s behind it, Sam Fisher can slip an optic fibre camera underneath and spy on the room ahead. There’s also the motion tracker in Alien Isolation.

1:17

Peeking through keyholes in Invisible Inc. Leaning around cover in Dishonored. And night vision goggles that highlight enemies in the dark. You could even count Snake’s interrogation skills, which force enemies to give up intel on guard patrols and ammo caches. These gadgets give you an informational advantage over the enemy. And as Gunpoint creator Tom Francis says “when you know more about the enemy than they know about you, you can factor them into your thinking.

1:45

[And that] information is the raw material plans are made of”. These gadgets also dictate the pace of the game. The rhythm of a stealth game is defined by a moment of carefully observing the next room - and then moving through it. It’s a constant, repeating loop of observation and execution.

Category 2: AI Manipulation 2:04
2:04

Category two covers gadgets that let you manipulate enemies. On the previous episode, I talked about how stealth game guards can see and hear the player by using simulated eyes and ears. These gadgets let us use those sensory systems to our advantage. So the Playboy magazine, the decoy, and the dropped weapon can pique a guard’s visual interest. The sonic Batarang, the speaker on the sticky camera, and the trusty ol’ rock, meanwhile, can trigger a guard’s hearing response.

2:35

Sometimes, the distracting element is actually found within the world itself, like overflowing a sink in Hitman. All of these allow us to move AI characters off of their patrol path, and into a position that works for us. For some, that might have you open a tiny window in the guard’s patrol so you can slip past unnoticed. For others, it’s about luring enemies into traps or guiding them into the dark for an easy takedown.

3:01

You can also go further and use gadgets to change the guard’s behaviour. In Mark of the Ninja, the Terror Dart causes an enemy to become panicked and paranoid, and you can use this to make them accidentally kill their own team mates.

Category 3: Redefining Space 3:15
3:15

Category three covers gadgets that let you redefine space. And to make sense of them, we need to take a moment to consider how stealth game levels are designed. Thief’s project lead Greg LoPiccolo talks about “space being the commodity that you are trading in”, and points out how a stealth game level is split between areas of safety and danger. In Thief, that idea operates on two axes: light and shadow on one axis, and loud and quiet on the other.

3:44

Other games might have a different split, like high and low in Batman or public and private in Hitman, but the idea is the same: a stealth game level is like a sea of danger, and you’ve got to swim between the islands of safety. However, these gadgets let you manipulate this set-up. So in Thief, the water arrows can douse candles - turning a brightly-lit area of danger into a dark corner of safety. On the other axis, the moss arrows can create grassy rugs that you can stand on without making noise, changing that zone from loud to quiet.

4:20

Another twist on this, is letting you change your character so that you can exist in a dangerous space, but with relative safety - like using the camouflage system to blend in with the surroundings in Metal Gear Solid 3, or using disguises to upgrade Agent 47’s credentials in the Hitman series. These gadgets let you see levels as not just a static puzzle to solve, but an opportunity to change things so they put you at an advantage.

Category 4: Movement Systems 4:46
4:46

Category four covers gadgets that let you alter your movement. Typically, these are mechanics that let you reach spots that guards can’t get to. So, there’s Batman’s grapnel which lets you shoot up to the gargoyles that are high above the room. Sam Fisher’s split jump, which - in certain corridors - lets you stand above enemies without being seen. And there’s Dishonored’s wonderful short-range teleport move: Blink, which lets you clamber up to high up places - and also dart between areas of cover.

5:14

We don’t see these audacious moves in every stealth game, though. Mostly, these games concentrate on stances - like standing up, crouching down, and laying prone - all of which confer different levels of visibility, noise, and speed of movement.

Category 5: Dispatching Enemies 5:29
5:30

Finally, category five covers gadgets that let you incapacitate enemies. Where would stealth games be without the blackjack, the trip-mine, or the trusty (and admittedly unrealistic) silenced pistol? The stealth game fantasy doesn’t preclude taking out guards as long as you cover up the evidence. Importantly, though, stealth games don’t often give you machine guns and rocket launchers. Because, if you think about these five types of gadget - they’re about letting you find an advantage over the enemy on practically every axis - except sheer brute force.

6:04

You know more, you can move more freely, and you can manipulate guards into doing what you want - all of which puts you in total control, until you get into a straight up firefight. But more on that in a future episode.

Balancing These Gadgets 6:18
6:19

The other thing that these gadgets all have in common, though, is that they must be balanced. Without careful consideration for how these mechanics should be limited or countered - they can cause all sorts of problems in the design. So, unrestricted use of gadgets that let you manipulate enemies and space can lead to dominant strategies - which are simple and incredibly effective tactics that you can use again and again, in place of more interesting solutions.

6:47

Things like using an endless supply of rocks to slip past braindead enemies, or dousing every torch you see. Gadgets that confer too much information can break the flow of the game. So in Assassin’s Creed Origins, you can fly your eagle buddy over a base like a feathered drone, and tag every enemy you see. This then gives you complete knowledge of where that enemy is, for as long as they’re alive. This breaks that wonderful stealth game rhythm, essentially flattening it out into a single, effortless observation stage - followed by an unimpeded, and relatively low-stakes, execution phase.

7:21

And using overpowered weapons to kill (or permanently incapacitate) every guard you see can actually reduce the complexity of the situation. Game design professor Robert Yang says that killing foes in stealth games “depopulates a level, severs connections between systems, and makes the game boring”. If you’ve ever had to exfiltrate a Dishonored level by simply walking past all the corpses you made earlier, you’ll get what he means.

7:47

Oh, and there’s also that problem of x-ray vision modes being so helpful that you never want to turn them off - making the entire game look like it’s being played on an airport security monitor. So how can we balance the power of these gadgets? One way is to give systems inherent limitations. Look at Ghost Recon Wildlands, which has a very similar system to the eagle in Assassin’s Creed, but the bird is replaced with a UAV that has a limited battery, a short range, and can be shot down by observant enemies.

8:19

It lets you gather information, but it’s not omnipotent. Likewise, The Last Us does let you see enemies through walls - but only when the enemy is making noise. And Deus Ex lets you tag enemies, but there’s a limit to how many you can track simultaneously. Another way is to make your power temporary. Sam Fisher can overflow fuses to turn off lights, but they’ll soon flicker back on. A smoke bomb creates a tiny and temporary pocket of safety within a danger zone.

8:48

And when you knock out enemies in Invisible Inc, they’ll wake back up after a few turns - unless you sacrifice one of your team mates to pin them down. A rather obvious way to restrict something’s power is just to limit how many you have. In Chaos Theory, you only get a few sticky cameras per level, and in Thief you have to pay for water arrows with the money you stole in previous stages. While some games let you throw infinite stones with a touch of the button, Dishonored makes you find physical objects in the world.

9:16

And in Hitman, you can only stuff two enemies in a cupboard before it’s full up. You can also give AI the ability to counter your best moves. Enforcers in Hitman are characters who can see through disguises, so private areas keep some of their danger. And in Shadow Tactics: Blades of the Shogun, enemies who wear straw hats simply aren’t distracted by rocks. I don’t know the logic behind that decision. But, hey, video games.

9:41

This can also be handled adaptively, like in Metal Gear Solid V where guards will start wearing helmets if you’re too handy with the headshot. An even bolder take on this idea is the game ECHO, where enemies learn and then copy your tactics, which means if you stick to one powerful technique, you shouldn’t be surprised if your opponents start using it against you. There’s also an opportunity to provide unique set-ups for certain levels or areas, which temporarily thwart your favourite plans.

10:08

In Splinter Cell: Chaos Theory, for example, there’s a level on a ship where the engine room is filled with gas - which means you can’t use your weapons or everything will go boom. Then there’s the layout of the level and the guard patrol patterns. One guard on their own can be easily dispatched, but two guards who are looking at each other will require a much more complex plan to overcome. And, finally, there are abstract systems that exist outside of the current situation.

10:35

So killing a guard in Invisible Inc causes the alarm system to ratchet up one level, and using lethal takedowns in the Dishonored games makes you miss out on certain grades on the end-of-level score system, and can cause changes in the narrative.

Conclusion 10:49
10:50

The idea is to make players more thoughtful about the tactics they use, and try to stop the game from veering into a more simplistic experience. So using weapons should be risky, not effortless. Information should be carefully gathered and imperfect, not handed to you. And strategies should be mixed up, not endlessly repeated. That’s it for lesson two. Come back next time for more deep dives into sneak ‘em up design.

11:16

For now, let me know your favourite stealth game mechanic in the comments down below. Hey. Thanks for watching! GMTK recently hit 800,000 subscribers here on YouTube, which is just amazing. If you hit the bell icon next to the subscribe button, you will also get a notification your phone when I release a new episode. According to my analytics, 10 percent of you have already done that. So hey! Thanks!