I guess another cog in that balance is that we have an idea of what the intended gameplay could be, but it's not always a straight line, so you also have to think about the layout and the design, what that gameplay means and the choices the player can make?
TL;DRThey say it is planned that AI reacts to stimuli like lights switching on, and that environments should be as interactive as possible, with physicalized objects usable to distract enemies or as cover.
Yeah, absolutely. And we've also got the stimulus that the AI here are going to react to as well. If you're in an area where there's no lights and you suddenly switch the lights on, then you could draw the attention of the AI. And all that kind of stuff is planned at this stage as well.
Yeah, and that's something we can dig into in a little bit, where we basically talk about how we want as much of these environments to be interactive as possible. So we're basically going through them, and you see terminals and consoles. You should be able to interact with them and read the stuff in there, and a lot of the things are going to be physicalized in there, so you can pick them up, throw them around, move them about, do that sort of thing. And all those, again, will feed back into the sandbox environment. So if there's enemies in these spaces, you can actually use them to distract enemies or even use them as cover and that sort of thing.
Stealth kill and drag the body away so you don't get seen.