What Works And Why: Unfair intel in stealth games | DEFCON | Gamehypes

What Works And Why: Unfair intel in stealth games

DEFCON

Inspired by the 1983 cult classic film, Wargames, DEFCON superbly evokes the tension, paranoia and suspicion of the Cold War era, playing on the fascinating aspects of psychological gameplay that occur during strategic nuclear warfare. You play a General hidden deep within an underground bunker.

What Works And Why is a monthly column where Gunpoint and Heat Signature designer Tom Francis digs into the design of a game or mechanic and analyses what makes it good.

Games about one player character against hundreds of enemies generally have to give you some kind of unfair advantage. In action games, it’s usually resilience: getting shot in Call of Duty covers you in jam for 3 seconds but leaves you otherwise unharmed, gunshots in Wolfenstein can be fixed with chicken dinners, and in Doom 2016 punching a demon feels so good it physically mends you.

Stealth games need a different solution, because the fun part is generally over by the time you get shot. That’s good – they don’t need jam vision or dinner magic. Instead they need a crutch that helps you before things get that bad. And in games about hiding from everyone, that’s usually intelligence. Information is power. To evade improbable odds, you need to know more than you reasonably should.

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