1. #1
    LuckyBide's Avatar Senior Member
    Join Date
    Jun 2012
    Location
    France
    Posts
    2,730

    [Remake Suggestion #2] Nearby NPCs can detect voices during interrogations

    I have a new gameplay idea to suggest for the remake, and as you read in the title it concerns interrogations.
    This time I introduced my idea under a form of a comic strip, I hope you'll enjoy

    If you're on a phone and some of the pictures are too dark then try to watch it on a pc if you can.
    There are two pages, you can click on each image and zoom :


    01/19 :


    02/19 :


    03/19 :


    04/19 :


    05/19 :


    06/19 :


    07/19 :


    08/19 :


    09/19 :


    10/19 :


    11/19 :


    12/19 :


    13/19 :


    14/19 :


    15/19 :


    16/19 :


    17/19 :


    18/19 :


    19/19 :



    Here is just the full version in two pages as a comic strip:
    Spoiler:  Show

    Page 1 :



    Page 2 :



    ---------------
    Ambiant noise would of course be taken into account and could cover voices in some situations.
    I'm also thinking that this gameplay feature could be more likely to happen in highest difficulty modes. Or maybe it could be optional for players who would want an easier and more accessible experience.

    Let me know what you think, if you like the idea, if you think it could be improved,...
    Thank you !

    Edit: I have illustrated the "Y" button from the Xbox controller in the comic strip. However that was just as an example. Thinking more about it now, maybe "LB" or "RB" would be more appropriate as the player would have his/her right thumb available for the right stick and be able to move the camera.

    P.S. : The source for the Xbox controller image is available here, on ClipArtBest
    Share this post

  2. #2
    SCAgent95's Avatar Senior Member
    Join Date
    Jul 2009
    Posts
    4,539
    First of all I love the comic strip, gave me a good laugh!

    I think its a fantastic idea, very immersive and makes a lot of sense that interrogations should have some noise level, as for them being able to shout and alert other guards, I can see it becoming very annoying, randomness like that in stealth games can ruin runs when you are not 100% sure of what will happen, stealth games for the most part need to have a strict set of rules where you know that in the current situation you are in all elements (guards/enviroment/lights/) work in a certain way, they way the patrols move, how long it takes for them to turn, how quickly you can press a light switch etc etc, adding an element of chance where the guard you grab can "sometimes" yell for help would be annoying and resort into a lot of quickloads.
     1 people found this helpful
    Share this post

  3. #3
    LuckyBide's Avatar Senior Member
    Join Date
    Jun 2012
    Location
    France
    Posts
    2,730
    Thanks for your feedback, I'm glad that you liked the comic strip

    In the vision that I have of this idea, they wouldn't be able to shout anytime and in any circumstances. But only if they see another NPC in their field of view. This way the player could only blame himself for not paying enough attention.
    So don't worry it wouldn't be randomized at all, you know how much I'm against randomization in stealth games ^^
     1 people found this helpful
    Share this post

  4. #4
    SCAgent95's Avatar Senior Member
    Join Date
    Jul 2009
    Posts
    4,539
    That makes more sense, If I understood correctly then, the "HELP" mechanic wouldn't activate until the interrogation starts, so you can grab him even if he is in a room with other guards in clear view and then drag him in a secure space then start interrogating and if another guard stumbles into his view he yells for help.
    Share this post

  5. #5
    LuckyBide's Avatar Senior Member
    Join Date
    Jun 2012
    Location
    France
    Posts
    2,730
    No. The "HELP" mechanic would start as soon as you grab the guard. Well not directly but maybe like 2 or 3 seconds right after, to let time for the player to hold the button if there's a situation like the one you're describing with many NPCs at the same location.
    Hope it's more clear ^^
    Share this post

  6. #6
    SCAgent95's Avatar Senior Member
    Join Date
    Jul 2009
    Posts
    4,539
    Hmm, i don't know how that would work in certain cases, for example the courtyard in the Bank level is very open, well lit and all guards have line of sight to each other, grabbing one even with a couple of second delay would activate the yell mechanic since he can see the other guards and there are no places for the player to hide or avoid, making interrogation impossible.

    I assume the distance from each other is a factor as well, it should be much smaller than the player detection one at least otherwise I think its going to make interrogations a hassle, at least in a case like the one I mentioned here.
    Share this post

  7. #7
    LuckyBide's Avatar Senior Member
    Join Date
    Jun 2012
    Location
    France
    Posts
    2,730
    Sure the distance would not have to be that big, this kind of things has to be tweaked while prototyping the idea.

    Now about the yell mechanic and where it starts, I'm thinking about something else. Maybe Sam could directly put his hand over the guard's mouth as soon as he grabs him. This way the NPC wouldn't be able to yell outside of the interrogations moments.
    And only during the interrogation time Sam would take off his hand and that would be up to the player to pay attention to his surroundings.
     1 people found this helpful
    Share this post

  8. #8
    SCAgent95's Avatar Senior Member
    Join Date
    Jul 2009
    Posts
    4,539
    That's a good idea as well, makes sense for Sam to make sure he keeps his prey quiet
     1 people found this helpful
    Share this post

  9. #9
    LuckyBide's Avatar Senior Member
    Join Date
    Jun 2012
    Location
    France
    Posts
    2,730
    Yeah it definitely makes more sense for him to do so, thanks for giving me this idea
    Share this post

  10. #10
    Love the comic!

    The idea's great, too. I like gameplay elements like that, that are more organic and less QTE. As for the yell...yeah, I agree about not going random. That said, something like that could be tied to enemy archetype, and then you'd know going in.
    Share this post