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
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
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.
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