Good video, personally I treat AI Manipulation, Redefining Space, and Dispatching Enemies as the one idea; they are all focused around controlling your environment.

In essence stealth play is: Movement x (Information + Control). Movement is an enabler of the other two. https://twitter.com/gamemakerstk/status/1252309506425569281
Don't entirely agree with the section on balance though. What is "boring" for some is a "reward for previous action" for others, and judging all stealth players on the same motivational axis is a mistake.
Notable that the three examples of "balanced" information tools are from games that suffer from kind of bad stealth: GR: Wildlands, DX:HR, and TLoU.
Interestingly the conclusion gets at why I disagree with so many of the GMTK videos; they are based on a specific and actually somewhat narrow definition of what makes an "appealing challenge". Being grossly overpowered is not universally boring.
The Marvellous Miss Take is a neat little stealth game where you have near perfect information, that doesn't make it less challenging. It just modifies the challenge vector.
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