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Context Analysis / DivinityOriginalSin

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1!!How ''Original Sin'' got the RPG stealth gameplay just right
2A lot of {{Western RPG}}s since ''VideoGame/{{Fallout|1}}'' have implemented the CombatDiplomacyStealth gameplay triangle. However, because the [[https://www.youtube.com/watch?v=UC22ZF21Llk focus of stealth gameplay]] is drastically different from that of [[RPGsEqualCombat traditionally combat-heavy RPGs]], it often ends up as one of the following:
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4* UselessUsefulStealth, especially in PlayerParty-based games, where TheSneakyGuy is commonly the only party member who can sneak past the enemy.
5* Gimmicky OptionalStealth found in a [[StealthBasedMission single quest]] and never needed ever again.
6* The centerpiece of gameplay, completely overshadowing the rest and turning the game into a StealthBasedGame with RPGElements.
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8''Divinity: Original Sin'' manages to integrate a solid stealth system with party-based TurnBasedCombat in a surprisingly organic fashion, by keeping the stealth mechanics very simple and intuitive:
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10* Upon pressing a button, a PlayerCharacter enters the "stealth mode", telegraphed by switching the surroundings to DeliberatelyMonochrome (and the PC's model is replaced, with the inherent ''Divinity'' silliness, by an "inconspicuous" environment-appropriate inanimate object).
11* While in the stealth mode, the character's movement speed is halved, and the enemies' [[NoPeripheralVision vision cones]]--the core element of the game's stealth system--are displayed. As long as the PC stays out of them, they avoid detection.
12* Appropriately for an RPG, the size of the vision cones is calculated based on the sneaking PC's SkillScore opposed by the [=NPCs=]' perception stats; furthermore, there are {{perk}}s that improve stealth gameplay, like letting the sneaking character move at full speed.
13* The teleportation mechanic (both the Pyramids and the waypoints) counters the need for the entire party to have good stealth skills to make stealth a viable gameplay alternative, as a single StealthExpert can teleport the entire party to themselves as soon as they reach a safe location or if they're caught.
14* Because the stealth subsystem was built into the MediaNotes/GameEngine from the start, the latter reacts correctly to stealthy players--for instance, a sneaking PC does not [[StoryOverwrite trigger cutscenes and]] [[CutsceneDrop NPC-initiated dialogue]] (except in very specific and deliberate instances).
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16Equally important to the gameplay mechanics is the level design. ''Original Sin'' rarely forces the player into stealth, but its open levels present ample opportunities if the player wants to use it, from scouting past a tough encounter towards the next waypoint, to gaining a tactically advantageous position to BackStab an enemy before the battle starts. The [[RoamingEnemy enemies roam about]], always shifting their vision cones, making stealthy gameplay engaging to the player.
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18On two occasions (the Luculla Mines and the demon-infested ruins), the game does force you to resort to stealth by introducing invulnerable enemies--mindful of the LordBritishPostulate, the designers have precluded the players from simply killing the enemies they were supposed to run away from ''and'' graciously justified it in-story. For players who included a sneaky character in the party, this is their DayInTheLimelight that justifies the skill points spent on stealth, while for combat-focused parties, [[AntiFrustrationFeatures there are the invisibility spells]]. And again, the teleportation mechanics alleviate a lot of the frustration associated with an UnexpectedGameplayChange.
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20Of course, the stealth gameplay in ''Original Sin'' isn't perfect. Since killing things is the main source of XP, you get absolutely [[NoExperiencePointsForMedic nothing for sneaking past them]] (TalkingYourWayOut at least nets you [[NonCombatEXP some XP]]), and you get exploration XP regardless of whether or not you killed everything along the way. Furthermore, sneaking up on most enemies reveals that their only reason for being there is to be obstacles to the player's exploration, and they have no agenda except waiting patiently to fight them. A bit of NPCScheduling or at least EnemyChatter would liven up the stealth gameplay considerably. In short, while the game engine gives you all the tools for stealth, the game's overall design rarely gives any incentive for it.

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