LURES
Bait that draws enemies to a chosen location — thrown meat for beasts, planted pheromones, deployed decoys, whistling from a bush.
- SOLO-DEV COST LOW
- TIMING REAL-TIME
- COMMON IN STEALTH · ACTION-ADVENTURE · OPEN-WORLD · SURVIVAL
Assassin's Creed's whistle-from-cover is the genre's most-used single lure, Horizon Zero Dawn's rock-toss and lure call structure its machine hunts, Hitman elevates luring to an art form (a running tap, a dropped coin trail, a poisoned drink's placement), and monster-hunting games bait literal traps with literal bait. Designers include lures as the active counterpart to hiding: where distraction items redirect attention away, lures pull bodies toward a kill zone or clear a path, converting enemy AI routines from obstacles into levers and giving ambush predator gameplay its setup verb. Lures reward spatial planning — the value of bait depends entirely on where you stand when it works. Key decisions: what the lure costs (consumable bait prices each ambush; free whistles make luring a rhythm), how many enemies respond and in what formation (one-at-a-time luring can trivialize groups into a queue for execution), and how smart AI is about repeated lures or suspicious deaths at the same corner. Pitfall: the infinite whistle queue — when guards respond to the fifth identical noise with the same trusting stroll past their four dead colleagues, the mechanic becomes a comedy exploit that dissolves all tension; escalating group responses, wariness, and body discovery keep luring a tactic instead of a conveyor belt.
SEEN IN
- HITMAN 3
- HORIZON ZERO DAWN
- ASSASSIN'S CREED ODYSSEY