Stealth games are really benefiting from the non-linear "From Point A to Point A" mission structure.

Why ?...

#gamedev #leveldesign
You get to see what you did.

If you messed up before, you can't just ignore it, you'll have to face the consequences of your actions even when exiting the map.

What's behind you will eventually be in front.
It's an invitation to play within a sandbox that you usually can perceive even if the boundaries are not always obvious.
It really empowers the player to get the feeling that they left the Mission Area just as they entered it. Incognito.

Mission wrapped-up, as if I never came here.
To sum up: Arena-like maps aren't just for your boss fights. Use them for your Stealth maps!

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More from @PATAL00N

1 Jul 20
I felt like I wanted to share how much love I put in the final sequence of my #Dishonored DotO Level.

So let me show you all the different supported outcomes (each 𝗪𝗛𝗔𝗧 𝗜𝗙 having a specific one) you can try out yourself! #leveldesign #gamedev #immersivesim
𝗠𝗶𝘀𝘀𝗶𝗼𝗻 𝟰: 𝗧𝗵𝗲 𝗦𝘁𝗼𝗹𝗲𝗻 𝗔𝗿𝗰𝗵𝗶𝘃𝗲. Two villains: 𝙍𝙤𝙨𝙬𝙞𝙣 and 𝘾𝙖𝙧𝙙𝙤𝙯𝙖. 𝙍𝙤𝙨𝙬𝙞𝙣 has a slide to give to 𝘾𝙖𝙧𝙙𝙤𝙯𝙖. You need to get it.

𝙍𝙤𝙨𝙬𝙞𝙣 is protected by two "sisters" and is in meditation with some oblivious ones. Image
Obviously, you could sneak-up on the ceremony, take out the meditating and guarding sisters then get your archive and put it into the projector ! That's the "easy" way. Image
Read 12 tweets

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