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Card · GE-14

Stealth

Genre

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Stealth

Frame · Genre genre

Staying invisible – patience, observation, the perfect moment when nobody is looking.

Design question – In your game being discovered is failure. What makes the sneaking exciting – and what happens when the plan goes wrong?

Reference example – Splinter Cell: light and shadow, sounds and fields of view decide whether you are discovered. Mark of the Ninja: sneaking in side view – the game shows how far each step can be heard.

Associations

  • Typical Activities – Sneaking, Observing, Distracting, Timing

Coherence

Core expectations: avoidance, observation, reading routines, patience, the thrill of nearly being discovered. Mechanisms: Line-of-Sight, Patrol Patterns (guard routes), Noise/Visibility, Disguise, Alarm States. Activities: Sneaking, Observing, Distracting, Timing. Ludic Temporal Structure: real-time or turn-based; phases (planning → execution → escape). Ludic Social Structure: solo (classic), co-op (synchronized action), asymmetric (sneaker vs. guard).

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