Warren Spector
Warren Spector (born October 2, 1955) is an American video game designer, director, producer, and writer renowned for pioneering the immersive sim genre through innovative titles that blend role-playing, first-person shooter, and emergent gameplay elements.[1][2][3] Spector's career in gaming spans over four decades, beginning in the 1980s with tabletop role-playing games at companies like Steve Jackson Games and TSR, where he contributed to titles such as GURPS and Car Wars expansions.[4][5][6] He transitioned to digital games in 1989, joining Origin Systems as a producer on the Ultima series, including Ultima VI: The False Prophet and Ultima Underworld: The Stygian Abyss, which emphasized immersive worlds and player agency.[2][7] Throughout the 1990s, Spector worked at Looking Glass Studios on influential immersive sims such as System Shock (1994), its sequel System Shock 2 (1999), and Thief: The Dark Project (1998), in key production and design roles that introduced stealth mechanics and non-linear storytelling hallmarks of the genre.[2][8][9] In 2000, as director at Ion Storm, he led the development of Deus Ex, a landmark game that combined cyberpunk narrative, multiple player choices, and reactive environments, earning widespread critical acclaim and influencing countless subsequent titles.[10][3][9] After a period of freelance consulting, Spector founded Junction Point Studios in 2005, which was acquired by Disney Interactive Studios in 2007; there, he served as creative director for the Epic Mickey series (2010–2012), reimagining Disney characters in a dark, choice-driven adventure that incorporated motion controls and moral decision-making.[4][2][11] Following the studio's closure in 2013 amid Disney's restructuring, Spector joined OtherSide Entertainment in 2014 as Chief Creative Officer, where he contributed to projects like System Shock 3 (announced 2015; development discontinued by OtherSide in 2020) and is currently developing Thick as Thieves (announced 2024), a multiplayer immersive sim emphasizing cooperative and competitive stealth gameplay inspired by Dungeons & Dragons.[12][8][13][14] Beyond game development, Spector has been an advocate for narrative depth and player freedom in interactive media, who taught game design at the University of Texas at Austin from 2014 to 2016 and contributes to industry discussions on the evolution of immersive simulations.[11][4][6]Early life and education
Childhood and family background
Warren Spector was born on October 2, 1955, in New York City. He grew up in Manhattan as part of a Jewish family.[10][2][15] From an early age, Spector's interests were diverse and imaginative, encompassing dinosaurs, airplanes, law, cars, and basketball. He was particularly enamored with Disney characters, receiving Mickey Mouse ears at age five and frequently listening to Disney records, such as Mickey and The Beanstalk, played by his mother. This early exposure to animated storytelling fostered a deep appreciation for narrative media that would influence his later creative pursuits.[2][16] In his teenage years, Spector's passion shifted toward film and performance. He immersed himself in movies, viewing them daily throughout high school, and began experimenting with storytelling through hands-on creation, including producing 16mm films and cartoons. His household environment, marked by familial encouragement of such activities, emphasized imaginative expression and laid the groundwork for his interest in interactive narratives.[17]University studies
Warren Spector attended Northwestern University in Evanston, Illinois, graduating in 1977 with a Bachelor of Science degree in communications.[18] His undergraduate studies emphasized film and media, reflecting an early aspiration to become a film critic.[2] The curriculum at Northwestern's School of Communication provided a foundation in visual storytelling and dramatic structure, aligning with the university's renowned programs in these areas. Following his bachelor's degree, Spector relocated to Austin, Texas, to pursue advanced studies at the University of Texas at Austin, where he earned a Master of Arts in radio-television-film in 1980. His master's thesis examined Warner Bros. cartoons in comparison to early Mickey Mouse shorts.[19][2] These academic experiences fostered Spector's growing interest in blending narrative techniques from film and theater with interactive elements, sparked by the rising popularity of video games in the late 1970s.[9] This realization marked an initial pivot toward interactive media, setting the stage for his transition from traditional arts to game design.[4]Career
Tabletop role-playing games
Warren Spector's early career in the tabletop role-playing game industry began in the mid-1980s, where he contributed as a writer, designer, developer, and editor for several prominent publishers, including Steve Jackson Games, West End Games, Flying Buffalo, and TSR. His work emphasized narrative-driven adventures and supplements that expanded game worlds with detailed scenarios, character options, and humorous or intrigue-filled plots, often blending genre elements like science fiction, fantasy, and superheroes. Over the course of about six years, Spector was involved in approximately two dozen publications, many of which focused on creating immersive, player-choice-oriented experiences that foreshadowed his later video game designs.[20] At Steve Jackson Games, Spector served as a key developer and writer starting around 1983, helping to shape early GURPS and other systems through adventures and articles. Notable among his contributions is Orcslayer (1985), a GURPS fantasy adventure co-written with Steve Jackson, set in the world of Yrth and introducing players to a quest against orcs in the region of Caithness. He also developed Toon: The Cartoon Role-Playing Game (1984), adapting Greg Costikyan's concept into a full system for humorous, physics-defying cartoon antics, complete with mechanics for slapstick combat and improbable escapes. Spector's articles in Space Gamer magazine, such as those in issues #70 (1984), #71 (1984), #73 (1985), #75 (1985), and #76 (1985), provided gameplay advice, reviews, and scenario ideas for various RPGs, enhancing the publication's reputation for accessible yet deep content.[21][20][22] Spector's freelance and editorial roles extended to Flying Buffalo and West End Games, where he contributed to universal and licensed systems with an emphasis on urban intrigue and genre parody. For Flying Buffalo's Citybook series, he edited and contributed to Citybook III: Deadly Nightside (1987), a supplement detailing 18 shadowy establishments in a fantasy city's underbelly, offering hooks for role-playing in brothels, assassins' guilds, and occult shops compatible with systems like GURPS or AD&D. At West End Games, he co-wrote Send in the Clones (1985) for Paranoia, a satirical adventure involving treasonous songs broadcast over Alpha Complex's PA system, designed for 2-6 players and emphasizing chaotic, backstabbing humor. He also collaborated on Ghost Toasties (1986), a Ghostbusters RPG module featuring supernatural breakfast cereal mishaps, co-designed with Scott Haring, Ken Rolston, Allen Varney, and Martin Wixted. Later, for Paranoia's second edition, Spector contributed to The Computer Always Shoots Twice (1988), compiling adventures like "Orcbusters" with mechanics for clone management and corporate espionage.[23][24][25] During his brief tenure at TSR starting in 1987, Spector focused on editing and designing modules for Dungeons & Dragons, Marvel Super Heroes, and espionage games, producing content that integrated high-stakes narratives with tactical encounters. He edited and developed Top Secret/S.I. (1987), a revised espionage RPG building on Merle Rasmussen's original with expanded rules for intrigue, cryptography, and international agents. For Marvel Super Heroes, Spector co-wrote Reap the Whirlwind (1987, module MX3) with his wife, Caroline Spector, presenting a mutant uprising scenario where players hunt down a rogue team amid corporate conspiracies. In Dungeons & Dragons lines, he contributed adventures to Bestiary of Dragons and Giants (1987, AC10), including "Ravellia and the Dragon Eggs" co-authored with Caroline Spector, featuring dragon hoards and giant lairs for Basic D&D levels 1-30; and Adventure Pack I (1987, I13) for AD&D, with short, standalone scenarios like eerie inns and cursed treasures for varied party levels. Additionally, he co-designed Bullwinkle and Rocky Role-Playing Party Game (1988) with David "Zeb" Cook, a light-hearted system based on the cartoon duo, using simple dice mechanics for whimsical plots involving spies and moose mishaps.[26][27][28][29][30] Spector's collaborative efforts with Caroline Spector, a fantasy writer and designer, appeared in several TSR projects, blending their narrative styles to create family-involved content like the Marvel module and D&D adventures, which highlighted themes of heroism and moral ambiguity. His tabletop work, particularly the emphasis on player agency and emergent storytelling in systems like GURPS and Paranoia, influenced mechanics in his subsequent video game projects by prioritizing reactive worlds over linear paths.[28]Origin Systems and Looking Glass Studios
Warren Spector joined Origin Systems on April 12, 1989, as its 26th employee in Austin, Texas, transitioning from tabletop game design to video game production.[31] As associate producer on Ultima VI: The False Prophet (1990), he collaborated closely with Richard Garriott to develop design documents that translated abstract principles into structured gameplay, including enhanced world-building where Britannia's society featured interconnected jobs, economies, and NPC behaviors that responded dynamically to player actions.[31][32] His contributions extended to quest design, co-writing the plot with Garriott to introduce themes of cultural conflict between humans and gargoyles, emphasizing multiple solutions to challenges and reducing reliance on cryptic puzzles from prior entries.[32] Spector also served as associate producer on the Wing Commander series, contributing to storyboarding and mission sequencing alongside Chris Roberts, which helped shape the game's cinematic narrative and branching mission paths.[2][33] In 1992, Spector moved to Looking Glass Studios (formerly Blue Sky Productions) to take on producing roles for innovative first-person titles.[32] As producer for Ultima Underworld: The Stygian Abyss (1992), he oversaw the integration of real-time 3D movement with RPG elements, pioneering immersive sim mechanics such as player agency in combat, exploration, and puzzle-solving without rigid scripting.[34] This approach carried into System Shock (1994), where Spector led development to create a sci-fi environment emphasizing non-linear gameplay, emergent interactions, and simulated systems like hacking, zero-gravity navigation, and AI responses to player choices.[32] These projects advanced the "living worlds" concept, where game environments and NPCs reacted organically to player decisions, fostering replayability and immersion through procedural consequences rather than linear narratives.[32] Spector's work at Looking Glass involved close collaboration with key artists, including Terri Brosius, whose sound design and voice contributions enhanced the atmospheric depth in titles like System Shock.[35] His tabletop role-playing experience bridged analog storytelling to digital simulations, informing the emphasis on player-driven narratives in these early 3D worlds.[32] Looking Glass Studios closed in May 2000 amid financial difficulties with publisher Eidos Interactive, marking the end of an era for experimental game design, though Spector had departed in 1997 to found Ion Storm's Austin studio.[34]Ion Storm
In 1997, following the closure of Looking Glass Studios' Austin office, John Romero recruited Warren Spector to join Ion Storm as one of its founding partners for the new Austin studio, offering him the opportunity to develop his dream project.[36] Deus Ex emerged as Ion Storm Austin's flagship title under Spector's directorial leadership, building on immersive sim foundations from his time at Looking Glass Studios. Released in 2000, the game featured innovative core mechanics such as skill-based character progression, multiple dialogue paths enabling varied interactions, and a conspiracy-driven narrative set in a dystopian future blending real-world politics with speculative fiction. Deus Ex earned critical acclaim, including multiple Game of the Year awards for its emergent gameplay and player agency.[37][36] Ion Storm's studio dynamics were marked by internal conflicts, including tensions between design teams favoring different approaches—such as RPG elements versus immersive simulations—which Spector deliberately encouraged to foster innovation. In 2000, amid post-Daikatana fallout, the company experienced executive upheaval with the dismissal of co-founders Todd Porter and Jerry O'Flaherty, alongside broader staff reductions; the Austin team, under Spector, relocated to a larger facility to maintain focus and autonomy from the struggling Dallas operations. Spector emphasized "player-driven stories" throughout his tenure, advocating for designs where player choices generated unique narratives rather than linear plots.[37][38][36] Spector departed Ion Storm in November 2004, citing creative differences after overseeing Deus Ex: Invisible War (2003) and Thief: Deadly Shadows (2004). Eidos Interactive, which had acquired majority control of the studio in 1999, closed Ion Storm Austin in February 2005.[39][40][41]Disney Interactive Studios
In 2004, Warren Spector co-founded Junction Point Studios with Art Min after leaving Ion Storm, initially as an independent developer focused on innovative game projects.[42] In July 2007, Disney Interactive Studios acquired the studio, appointing Spector as creative director and studio head to lead development under the company's umbrella.[43] This move allowed Spector to helm Epic Mickey (2010), a Wii-exclusive platformer that integrated traditional 3D exploration with moral choice systems reminiscent of his earlier immersive sim work on Deus Ex, where player decisions shaped narrative outcomes and environmental interactions.[44][45] Central to Epic Mickey's design were the "ink and paint" mechanics, which empowered players to alter the game's world using Mickey Mouse's magical brush: paint restored colorful, friendly elements to the desolate Wasteland, while thinner erased obstacles and foes, influencing a morality meter that affected alliances, endings, and level layouts.[46] Spector drew on Disney's vast archives of unused concepts to craft this reimagined Mickey narrative, blending platforming challenges with emergent gameplay where choices carried consequences across the adventure.[47] The sequel, Epic Mickey 2: The Power of Two (2012), expanded these systems by introducing drop-in, drop-out co-op, allowing a second player to control Oswald the Lucky Rabbit alongside Mickey, with synchronized paint/thinner effects and branching dialogues that amplified player agency in a story-driven multiverse.[48][49] Throughout his tenure, Spector navigated challenges in aligning his emphasis on player-driven narratives with Disney's family-oriented mandates, which required toning down darker themes to ensure broad accessibility while preserving meaningful choice mechanics.[50] He contributed to early prototyping for other Disney projects, including exploratory work on narrative-driven titles that influenced subsequent adaptations of classic IP.[51] Despite creative successes, Junction Point faced growing pressures from Disney's shifting priorities toward mobile and free-to-play models post-2010 acquisition expansions.[52] In January 2013, Disney Interactive closed Junction Point Studios, resulting in layoffs for its approximately 40 employees, including Spector, as part of broader cost-cutting measures amid underperforming console titles.[42][53] Reflecting on the experience, Spector described the acquisition as a "lifelong dream" that initially fostered high levels of innovation, but ultimately highlighted the tensions of corporate oversight limiting long-term experimental projects in favor of immediate commercial viability.[54]OtherSide Entertainment
In 2013, Paul Neurath founded OtherSide Entertainment in Boston, Massachusetts, with the goal of creating spiritual successors to classic Looking Glass Studios titles, emphasizing immersive simulations that prioritize player agency and emergent gameplay.[55] Warren Spector joined the studio in February 2016 as Chief Creative Officer and head of its Austin, Texas-based team, bringing his expertise from earlier collaborative projects to guide development toward innovative, choice-driven experiences.[56][57] Spector contributed to System Shock 3, announced in 2015 as a sequel to the 1999 game, but development at OtherSide ceased in 2019 and the project was effectively canceled.[58] The studio's first major release, Underworld Ascendant in 2018, served as a direct successor to Ultima Underworld, incorporating procedural generation for dynamic environments and physics-based interactions to enable creative problem-solving.[59] Funded initially through a successful Kickstarter campaign that raised over $600,000, the game faced mixed reception upon launch, praised for its ambitious design but criticized for technical issues including bugs, poor optimization, and an unpolished user interface, resulting in a Metacritic score of 37/100.[60][61] As of 2025, OtherSide Entertainment maintains a small-team structure of around 20-30 developers, focusing on innovation in the immersive sim genre rather than large-scale production, supported by strategic partnerships such as a 2023 investment from Aonic Group to expand project pipelines.[59][62] Current efforts include Thick as Thieves, a multiplayer PvPvE stealth action game led by Spector, set for release in 2026, which emphasizes player freedom through dynamic heist scenarios and side-selection mechanics.[63] The studio continues to explore emergent gameplay without confirmed VR/AR integrations in announced titles, prioritizing core principles of player empowerment over expansive budgets.[64]Academic and advisory roles
University of Texas at Austin
In 2013, Warren Spector was appointed director of the Denius-Sams Gaming Academy at the University of Texas at Austin's Moody College of Communication, a role that followed the closure of his studio at Disney Interactive Studios.[65] The academy, part of the Moody College of Communication funded by a $50 million endowment from the Moody Foundation, focused on training emerging leaders in the video game industry through a selective certificate program.[66] Spector, who had earned his M.A. in radio-television-film from UT Austin in 1980, oversaw curriculum development emphasizing game design principles, leadership, and practical production skills.[65] Spector taught part-time courses on game design and interactive media, integrating his professional experience from titles like Deus Ex to illustrate concepts such as player choice and emergent gameplay.[67] The program selected 20 students annually for intensive two-semester training, including hands-on projects that resulted in the release of original games, such as the management simulation The Calm Before in 2015 and the adventure title Roots of Sarkos in 2016.[68][69] These student-led productions highlighted the academy's emphasis on collaborative development and real-world application of industry practices. Spector's tenure emphasized bridging academic study with professional realities, challenging students with rigorous, "Navy SEAL-style" training to prepare them for game studio environments.[70] He mentored teams through the full game development cycle, from concept to release, fostering skills in narrative integration and technological innovation.[71] The academy's efforts contributed to UT Austin's growing focus on game studies within the School of Radio-Television-Film, though the program concluded after three years due to funding constraints.[4] Spector departed in 2016 to co-found OtherSide Entertainment, marking the end of his formal academic leadership at the university. However, he continued to teach part-time courses in game design at UT Austin thereafter.[72] After the academy's closure, Spector continued teaching part-time game design courses at the university, aligning with his ongoing academic involvement as of 2022.[72]Industry consulting and speaking
Following his tenure at Disney Interactive Studios, Warren Spector has served as a consultant for independent studios, notably advising Nightdive Studios on the 2023 remake of System Shock, where he played a key role in sustaining the project's momentum through development challenges.[73] In interviews, Spector described his contributions as primarily protective, preventing the remake from being abandoned amid production hurdles, drawing on his experience as the original game's producer.[74] He has also participated in industry panels advocating for advanced AI in games beyond combat mechanics, emphasizing non-combat interactions to enhance player agency and immersion, as highlighted in his 2012 and 2013 GDC sessions.[75] Spector has been a frequent keynote speaker at major conferences, delivering talks on narrative design and player-driven experiences. At the 2007 Game Developers Conference (GDC), he presented on storytelling's role in attracting broader audiences to games.[76] His 2013 GDC session explored narrative forms and their integration with gameplay, critiquing simplistic choice systems in favor of meaningful player consequences.[77] In 2017, he led a GDC postmortem on Deus Ex, reflecting on its design principles for emergent gameplay.[78] At the 2013 D.I.C.E. Summit, Spector keynoted on the growth of mature gaming themes, linking them to evolving player expectations.[79] Regarding mentorship, Spector has guided emerging developers through informal programs and has been involved in indie scene discussions at GDC, though he has not formally judged Independent Games Festival (IGF) awards.[80] Spector has contributed essays to Game Developer magazine, focusing on player choice and role-playing mechanics. In a 2015 piece, he argued that true choice in games requires moving beyond binary "good/evil" dichotomies to foster diverse player experiences.[81] Another article critiqued modern RPGs for prioritizing random mechanics over character-driven decisions, advocating for designs that emphasize behavioral experimentation.[82] In media appearances, he has discussed genre evolution, including a September 2024 podcast interview where he reflected on transitioning from tabletop to video games and the enduring value of player agency in immersive sims.[83] In 2025, Spector has engaged in virtual speaking on industry sustainability, particularly through his advocacy for mental health initiatives. He joined the board of directors of Take This, a nonprofit dedicated to mental health support in gaming, in August 2025, aiming to expand programs like AFK Quiet Rooms at conventions and mentorship for developers.[84] In a September 2025 interview, he emphasized fostering creativity and well-being to build a more resilient game development ecosystem.[85] These efforts build on his broader outreach, including fireside chats at events like GamesBeat Summit.[86]Personal life and philosophy
Family and personal interests
Warren Spector has been married to Caroline Spector, a science fiction author and role-playing game designer, since 1987. The couple resides in Austin, Texas, where Spector has lived since the late 1970s, when he moved there for graduate school, and where he established and led Ion Storm's Austin studio starting in 1997. They have collaborated on various creative projects, including original game concepts such as the epic fantasy RPG Sleeping Giants. Spector has publicly supported his wife's contributions to gaming and speculative fiction, highlighting her role in shared endeavors that blend their professional passions. Spector maintains an active interest in personal hobbies that reflect his lifelong enthusiasm for pop culture. He describes himself as a comic book and science fiction "geek," with a broad appreciation for the mediums that have shaped his storytelling sensibilities. Additionally, he runs a personal blog titled Gaming the System, where he occasionally shares thoughts on games, movies, books, basketball, and broader cultural topics. After departing Ion Storm in 2004 to pursue personal interests outside the company, Spector emphasized the importance of balance in his career trajectory, later founding his own studio in Austin. In August 2025, he joined the board of directors of Take This, a nonprofit focused on mental health in the gaming industry, and shared his bipolar diagnosis to promote awareness and work-life integration, drawing from his experiences to encourage sustainable practices for developers.[84]Game design philosophy
Warren Spector has long advocated for emergent gameplay, where player choices dynamically shape narratives rather than following predetermined linear scripts. In his design philosophy, emergence arises from interlocking systems that allow players to generate unique experiences, emphasizing collaboration between the designer and the player in storytelling. This approach prioritizes player agency, enabling consequences that feel personal and meaningful, as opposed to scripted events that limit interaction.[87][37] Central to Spector's concepts is the alignment of game mechanics with narrative elements, ensuring that gameplay reinforces the story rather than contradicting it. He critiques cutscene-heavy designs for turning games into interactive movies, arguing instead for simulations that immerse players by minimizing artificial interruptions and fostering a sense of presence in the game world. Spector implicitly defined the "immersive sim" through this emphasis on simulation over illusion, creating environments where actions have realistic, reactive outcomes to enhance belief in the virtual space.[37][88] Spector's philosophy evolved from his early work in tabletop role-playing games, which stressed collaborative storytelling among participants, to digital designs featuring "living worlds" with environmental reactivity that responds to player decisions. This maturation reflects a shift toward complex, simulated systems in video games that mimic the improvisational freedom of tabletop sessions while scaling interactivity for solo players. More recently, he has expressed growing interest in virtual reality's potential, advocating for designs that address accessibility challenges to broaden player engagement without compromising agency.[32][89] His ideas draw from influences including tabletop RPGs for their emphasis on role assumption and shared narrative creation, as well as science fiction literature and films that explore ethical dilemmas and futuristic societies. Spector has cited cyberpunk works like Blade Runner as inspirations for blending technology, morality, and personal choice in interactive media.[90]Works
Video games
Warren Spector has contributed to over 20 video games across his career, primarily in roles such as producer, director, and designer, with a strong focus on immersive sim titles that blend RPG elements, player choice, and emergent gameplay.[2] His early work at Origin Systems emphasized production on the Ultima series and related spin-offs, while later projects at Ion Storm, Junction Point Studios, and OtherSide Entertainment highlighted his directorial vision in genre-defining releases. The following table summarizes his key video game credits, organized chronologically, drawing from verified industry databases and credit listings.| Year | Title | Role | Notable Contributions |
|---|---|---|---|
| 1990 | Ultima VI: The False Prophet | Associate Producer | Oversaw production for the open-world RPG, emphasizing narrative depth and player agency. |
| 1990 | Wing Commander | Associate Producer | Contributed to the space combat simulator's production, helping integrate storytelling with action. |
| 1992 | Ultima Underworld: The Stygian Abyss | Producer | Produced the innovative first-person dungeon crawler that influenced immersive sim design. |
| 1993 | Ultima Underworld II: Labyrinth of Worlds | Producer | Managed production for the sequel, expanding on real-time 3D exploration and physics interactions. |
| 1993 | Ultima VII Part 2: Serpent Isle | Producer | Handled production duties for the episodic RPG adventure. |
| 1994 | System Shock | Producer | Produced the sci-fi immersive sim, pioneering hybrid FPS-RPG mechanics and narrative reactivity. |
| 1995 | Wings of Glory | Producer | Oversaw development of the arcade-style flight game. |
| 1995 | CyberMage: Darklight Awakening | Producer | Produced the cyberpunk action RPG at Origin Systems. |
| 2000 | Deus Ex | Producer and Project Director | Directed and produced the seminal immersive sim, emphasizing player-driven stories and multiple paths. |
| 2003 | Deus Ex: Invisible War | Studio Director | Directed studio efforts for the sequel, focusing on choice-based gameplay in a dystopian world. |
| 2004 | Thief: Deadly Shadows | Studio Director | Led production as studio head, guiding the stealth immersive sim's development. |
| 2010 | Epic Mickey | Creative Director | Directed the platformer, reimagining Disney characters with moral choice mechanics. |
| 2012 | Epic Mickey 2: The Power of Two | VP, Creative Director | Oversaw creative direction for the co-op sequel, expanding on paint-and-thinner gameplay system. |
| 2018 | Underworld Ascendant | Creative Consultant | Directed the immersive sim successor to Ultima Underworld, stressing emergent gameplay and modding support. |
| 2023 | System Shock (remake) | Producer | Provided advisory production for the faithful remake of his 1994 classic. |
| 2024 | Epic Mickey: Rebrushed | Creative Consultant | Consulted on the remastered version, ensuring preservation of original design philosophies. |
| TBA | Thick as Thieves | Creative Director | Developing a multiplayer immersive sim emphasizing cooperative and competitive stealth gameplay inspired by Dungeons & Dragons.[8] |