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Level Up.pdf

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The Art of Doing Nothing<br />

99<br />

When you make your character move stealthily, make it a significant<br />

difference in speed. It ’ s the same principle as walking vs running. A creep<br />

is useful if the player is ducking or is behind cover, is getting into position to<br />

snipe, or for humor such as when the character is trying not to wake a sleeping<br />

dragon. The creep move should be a mode that the player can activate at<br />

any time, but a creep works best when it is given some context.<br />

But creeping aside, I think that the instinct to make stealth gameplay<br />

automatically equal a slow - moving character is incorrect. Have you ever<br />

seen a SWAT team member or ninja move around? They don ’ t really creep<br />

as much as move in short bursts. Stealth comes into play when they have to<br />

wait or hide as something happens or some clueless guard with a very<br />

slitable neck passes by. This is where the tension that defines good stealth<br />

gameplay comes from. The gameplay of waiting. We’ ll talk more about<br />

stealth combat gameplay later.<br />

The Art of Doing Nothing<br />

Even slower than stealth gameplay is no gameplay. However, just because<br />

the character is standing still doesn ’ t mean he has to do nothing. An idle<br />

is an animation that plays while a character isn ’ t moving, triggered after<br />

a few seconds of the player being idle. Did you see that? How the word<br />

describing the player ’ s in - action is also the name of the move? Pretty clever,<br />

those early video game designers.<br />

While idles were probably in other games before, the first idle that made an<br />

impression on me was in Sonic the Hedgehog. When the player stopped<br />

running, Sonic would look out at the player with an annoyed look on his face<br />

and tap his foot impatiently. That guy wanted to run! Pretty soon humorous<br />

idles were a staple of platform games through the 1990s. But they aren ’ t<br />

just for laughs; an idle can convey personality and even a little narrative to<br />

the player. At the very least it provides some movement on the screen even<br />

when nothing else is going on. Keep in mind, other than adding character or<br />

humor, idles (usually) have no gameplay benefit whatsoever. You don ’ t gain<br />

ammo, experience or money by being idle7 . That ’ s ok, some things should<br />

just be for fun.<br />

Remember, when creating idles you don ’ t want to create long and involved<br />

animations, as the player can press a button at any time and interrupt the<br />

idle. In fact, any idle that creates a poor transition into the player ’ s moves<br />

will cause a problem, no matter what the length. Keep them short and<br />

snappy. Don ’ t have any ideas for idles? Here are a few to start with:<br />

7 Some more recent games do allow you to gain back health for being idle, but that ’ s just a<br />

by - product of not being shot at and has nothing to do with the idle itself.

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