design fundamentals of stealth gameplay in the thief series, [email protected] design fundamentals...

50
Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected] Design Fundamentals Design Fundamentals of Stealth Gameplay of Stealth Gameplay in the in the Thief Thief series series Randy Smith [email protected]

Upload: conrad-spencer

Post on 05-Jan-2016

225 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Design FundamentalsDesign Fundamentalsof Stealth Gameplayof Stealth Gameplayin the in the Thief Thief seriesseries

Randy Smith

[email protected]

Page 2: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

DisclaimersDisclaimers

• I didn’t design Thief’s gameplay» Doug Church» Marc LeBlanc» Tom Leonard» Paul Neurath

• This is about open-ended stealth gameplay. Other games mentioned are being evaluated by this standard only.

» Tim Stellmach» Greg LoPicollo» Dorian Hart» etc.

Page 3: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

What is stealth in What is stealth in Thief Thief ??

• Goal = move through space» Steal» Blackjack» etc.

• Failure = AI state becomes “alert”» Combat» Fleeing

» Pick lock» Pick pocket

Page 4: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

How does the AI become How does the AI become alert?alert?

• The player has detectability» Visibility (light gem = feedback)» Audibility

• The AI has senses» Seeing» Hearing

• The overlap between player detectability and AI senses…» …is where the AI becomes alert or

not» …is where stealth happens

Page 5: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 6: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

What is this lecture about?What is this lecture about?

• It is about stealth gameplay» Player movement through space» Player detectability» AI Senses» AI State

• It is not about:» Goals (such as stealing)» Consequences (such as combat)

Page 7: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Let’s design a stealth Let’s design a stealth game!game!

You are a thief in a medieval city. There is a mansion in the distance, full of loot. A wall separates you from the mansion, and a guard patrols in front of the gate. A torch nearby spills light across the area.

Do you:A) Wait until the guard has his back

turned and run through the gate.B) Put out the torch with a water arrow.C) Sneak up on the guard through the

shadows and blackjack him.

Page 8: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

More stuff this lecture is More stuff this lecture is about:about:

• It is not about:» Stealth flavored gameplay» How gameplay is qualified (what

makes stealth gameplay stealth gameplay??)

» What is the definition of “open-ended” gameplay?

» Discrete interaction

• It is about:» Player expression» Analog interaction

Page 9: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Major concepts for this Major concepts for this lecturelecture

• Discrete Interaction Structures» Exemplified by Choose-Your-Own-

Adventure books

• Analog Interaction Structures» Exemplified (for the sake of this

presentation) by Quake or other FPS

Page 10: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 11: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Qualities of Discrete Qualities of Discrete Interaction StructuresInteraction Structures

• Finite, enumerable choices offered to the player.

• Player must choose one of the available options, not something in-between, not invent their own thing.

• Designer must explicitly create all interaction for the player.

• Should be called “Choose Someone Else’s Adventure”

Page 12: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 13: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

What are Analog What are Analog Interaction Structures?Interaction Structures?

• Rough Definition: A collection of player-influenced, interacting game systems

• An abstract design tool for (de)constructing open-ended gameplay and analyzing relevant data

• A “unified theory” of existing thought:» Simulation vs. Emulation» Player Tools» Partial Failure

» Feedback» etc.

Page 14: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

What are analog What are analog interaction structures interaction structures

NOT NOT ??• The only way to think about,

construct, or deconstruct any type of gameplay

• Necessarily the most useful tool for the job

• A ton of brand new thought

Page 15: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

A Useful MetricA Useful Metric

• To what extent can the designer predict the player’s experiences?» A lot, the player can not take any

action the designer did not explicitly implement and intent Discrete Interaction

» Not much, really, the player has near-infinite ways to overcome the game’s challenges Analog Interaction

Page 16: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Analog Expression: Player Analog Expression: Player Movement in QuakeMovement in Quake

• Data relating to player movement:» Player location (X,Y,Z)» Player orientation (H, P)» Player velocity vector» Player acceleration vector

• Player expression:» Accelerate in various directions» Look right, left, up, down, or combo» Some fancy movement (jump, duck, etc.)

Page 17: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

What makes it “analog”?What makes it “analog”?• Hey, yea! There aren’t analog

variables – so theoretically, all possible states are enumerable.

• ...but the player cannot “choose” their movement data. There is no “choice”.

• Instead, the player uses movement tools to set or “express” their desired movement data.

Page 18: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Player movement is Player movement is relevant to Quake’s core relevant to Quake’s core

gameplaygameplay• Player movement data is

critical to resolving combat from moment to moment:» Orientation is how you aim weapons» Movement is how you dodge, take

cover, charge, etc.» These are examples of the player

expressing “higher order concepts”

Page 19: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 20: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 21: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

What else does Quake What else does Quake have?have?

• For both Player and Enemies:» Movement» Weapons that fire projectiles» Damage model (hit points)

• Projectiles

• A game world with physics simulation.» Collisions between player, terrain,

projectiles.

Page 22: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Components to Analog Components to Analog Interaction StructuresInteraction Structures

• A game world that hosts interactions dictated by simulations (in Quake, physics in the 3D world)

• Analog player expression (in Quake, player movement)

• Analog/partial failure (in Quake, hit points)

• Player tools to take arbitrary actions (in Quake, weapons that fire projectiles)

Page 23: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 24: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Let’s talk about Thief Let’s talk about Thief alreadyalready

• Game world that hosts interactions dictated by simulations = 3D world, similar to Quake» Physics » Line-of-sight (LOS)» Lighting, light sources» Sound propagation, noisy surfaces

Page 25: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 26: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 27: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Analog Expression in Analog Expression in ThiefThief

• Player movement» Player location (X,Y,Z)» Player orientation (H, P)» Player velocity vector» Player acceleration vector

• Player movement expression » Accelerate in various directions» Look right, left, up, down, combo» Some fancy movement (jump, climb,

etc.)

Page 28: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 29: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 30: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 31: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 32: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Higher Order Concepts in Higher Order Concepts in Expressing StealthExpressing Stealth

• Hide in shadows = move into a dark part of the world

• Move silently = avoid moving over loud surfaces, move slowly

Page 33: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 34: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 35: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Quake with only 1 hit Quake with only 1 hit pointpoint

• No partial / analog failure

• A lot of the data becomes much less relevant to resolving combat:» How damaging weapons are» Player’s emergent combat tactics

when they are weak versus when they are healthy

Page 36: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 37: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 38: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 39: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 40: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Stealth-related tools in Stealth-related tools in ThiefThief

• Potions» Invisibility» Speed

• Thrown tools» Flashbomb

• Arrows» Water arrow» Moss arrow» Noisemaker arrow

Page 41: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 42: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 43: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 44: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 45: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 46: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Analog Interaction Analog Interaction Structure chart = a data Structure chart = a data

analysis toolanalysis tool• Useful for thinking about data:

» What data the player has input into» How data flows from system to

system and eventually leads to success or failure

• Drawing the chart is as much art as science» Which data boxes?» How many arrows?» Draw the chart differently to analyze

the data differently

Page 47: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Feedback in ThiefFeedback in Thief

• AI State and AI Senses» Broadcast speech» Animations» Behavior

• Player Visibility / Audibility» Light gem» Listening

• AI Movement» Player senses

Page 48: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Page 49: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Level-building for Analog Level-building for Analog InteractionInteraction

• Don’t create “scripts”» Don’t plan the player’s experiences

for them.

• Create “possibility spaces”» Populate the world with challenges

» Populate the world with things that interact with the player’s tools, the simulations, manipulate the data flow

» Avoid absolutes, embrace gradients

Page 50: Design Fundamentals of Stealth Gameplay in the Thief Series, rsmith@ionstorm.com Design Fundamentals of Stealth Gameplay in the Thief series Randy Smith

Design Fundamentals of Stealth Gameplay in the Thief Series, [email protected]

Design new types of Design new types of analog gameplay!analog gameplay!

• A game world that hosts interactions dictated by simulations

• Analog player expression

• Analog failure

• Player tools to take arbitrary actions