In my last post I talked about how stealth games use safety zones to shape gameplay, either by challenging the player with navigating between spaces, or letting the player compete to make new areas safe. In the post I said that Rogue Process isn’t a stealth game in the most traditional sense of the word, and in this post I want to talk about that a bit by discussing active stealth, the idea that games can still be about stealth even when their world is full of explosions, fighting and alarms. I want to start by talking about one of the most underrated stealth games of all time: DOTA 2.
Continue reading “Stealth At Breakneck Speed”
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 safe zones, and how Rogue Process (and other stealth games) fit into this model.
Continue reading “Stealth & Safety Zones”