Clint Hocking, the creative director of Splinter Cell: Chaos Theory explains the issue of modern lighting in stealth games.
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I totally forgot about the light meter but why wouldn’t that work in a newer game? Just habe normal lighting but with a light meter so you can tell if you’re hidden or not. BG3 lets you know if you’re fully lit, half hidden, or fully in shadow so i don’t see why that can’t be expanded to a more fleshed out system.

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It could. But modern developer:

A: need to change stuff just for the sake of changing it for job security (look, you need to keep me as a ux designer on the project because the old UI is outdated and old)

B: new developers dont like UI elements on the gameplay screen

Now, I will tell you that a UI element for a light meter would work perfectly fine and actually be preferred. I would also tell you that MGSV looked phenomenal for the time it came out, and still looks pretty good, and I dont have much of a problem with stealth or sneaking in that game. Now, it is less reliant on light and shadow for its stealth detection than Splinter Cell, but its not out of the realm of possibility that it could be done decently easily. Just use the data from game engine light probes and any baked shadow maps and its fine.

But nah, we gotta overcomplicate it by using dynamic lighting for statically lit levels because that is the easiest method of lighting a level without changing any default options.

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