Designing Stealth #1: Safety Zones

One of the tricky things about designing Rogue Process has been trying to capture right mix of action and stealth. Rogue Process is a game about infiltration and thievery, but it can also be a game about showing off, about huge bursts of energy, about blowing the side off a building in order to escape. You go into every new building unseen, undetected, but you often leave with a trail of destruction, bullets and broken technology behind you. There’s many different ways to think about stealth in games – today I want to talk to you about┬ásafe zones, and how Rogue Process (and other stealth games) fit into this model.

Continue reading “Designing Stealth #1: Safety Zones”