GAME MECHANICS HOARD

DISTRACTION ITEMS

Throwable or deployable objects that manipulate enemy attention — a bottle tossed to pull a guard off his route, a noisemaker arrow, a whistle from cover.

The Last of Us made brick-and-bottle throws a load-bearing stealth verb, Thief's noisemaker arrows are the classic implementation, and Hitman's coin toss is so iconic it's practically the series logo. Designers include distractions because pure avoidance stealth is passive — waiting for patrol gaps is watching, not playing. A distraction converts the player from observer to author: enemy attention becomes a resource the player actively redirects, and guard AI routines become machinery to exploit rather than obstacles to endure. They also serve as the forgiveness mechanic when routes have no natural gap. Key decisions: whether distraction items are scavenged and finite (pricing each use) or infinite (making them a rhythm tool), how enemies rationalize repeated noises (smart AI escalates suspicion after the second bottle), and whether distractions combine with traps for lure-and-kill play. Pitfall: enemies that infinitely re-investigate identical noises turn the mechanic into a comedy exploit — escalating suspicion on repeats keeps it a tool instead of a cheat.

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