Professional Documents
Culture Documents
of Stealth Gameplay
in the Thief series
Randy Smith
rsmith@ionstorm.com
• It is not about:
» Goals (such as stealing)
» Consequences (such as combat)
• It is about:
» Player expression
» Analog interaction
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Major concepts for this lecture
• Discrete Interaction Structures
» Exemplified by Choose-Your-Own-
Adventure books
• Player expression:
» Accelerate in various directions
» Look right, left, up, down, or combo
» Some fancy movement (jump, duck, etc.)
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
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.
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Player movement is relevant to
Quake’s core gameplay
• 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”
• Projectiles
• A game world with physics
simulation.
» Collisions between player, terrain,
projectiles.
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Components to Analog
Interaction 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)
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Let’s talk about Thief already
• 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
• Thrown tools
» Flashbomb
• Arrows
» Water arrow
» Moss arrow
» Noisemaker arrow
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Analog Interaction Structure
chart = a data analysis 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
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Feedback in Thief
• AI State and AI Senses
» Broadcast speech
» Animations
» Behavior
• AI Movement
» Player senses
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Design Fundamentals of Stealth Gameplay
in the Thief Series, rsmith@ionstorm.com
Level-building for Analog
Interaction
• Don’t create “scripts”
» Don’t plan the player’s experiences for
them.