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Hide and Go Sneak - The Rise Of Stealth Gaming

Thanks to Slate for its article discussing why stealth elements are now integrated into some of the most interesting new videogames. The author argues: "10 years after Doom, the rampant weapon-play can start to seem tedious. Kill your enemies, reload, kill some more, reload - man, what a drag. You become a pacifist for the weirdest possible reason: not because the virtual violence seems so awful but because it's so bloody repetitive", before suggesting that, although "many of these games do, in the end, require you to resort to at least some violence", an "unexpected benefit" of stealth titles such as Thief: Deadly Shadows is that "Your aesthetic experience becomes much better. Most lightning-fast 'twitch' shooter games are so fast-paced you barely have time to notice how wonderfully detailed the 3-D world is... Stealth turns gamers into tourists."

3 of 73 comments (clear)

  1. On the other hand... by th1ckasabr1ck · · Score: 4, Interesting
    10 years after Doom, the rampant weapon-play can start to seem tedious

    Yeah, but sitting and waiting and waiting and waiting for someone to walk around the corner so you can sneak by him can be pretty damn tedious also.

    For the record, Doom is my favorite game of all time.

  2. Stealth Paradigm in Multiplayer by Prien715 · · Score: 3, Interesting

    One problem was the time problem. In the time it takes to get one stealth kill, you can get many run and gun kills. The solution is a heavy penalty for dying, like not respawning.

    Now the problem with the stealth paradigm is that it can be boring for those already dead: you really want to wait for a 20 minute stalk match with the last two players?

    CS I think balances these two, despite being the first game in the genre to populatize the no-respawn rule. I get most of my kills not because I'm the faster shot, because I see the other player first and can line a shot up without him even noticing me (and no, I don't camp, I just go alternative routes). I can play CS like a stealth game (especially in maps like oilrig) but you don't have to, which is what's so great about it. (In America's army and RC3, it's stealth only (or sit at a choke point and fire into the smoke) which is less exciting. I want to stalk an enemy who isn't necessarily stalking me.) The max time limit of 4-5 minutes in most maps (though it can seem like forever) also helps as well as the ability to stalk a specific target (e.g. the VP or the bomb sites) on offense.

    --
    -- Political fascism requires a Fuhrer.
  3. Difficulty by DownloadTHIS · · Score: 3, Interesting

    I think the main problem with stealth games is that they can never give the character the proper combat skills. I remember playing Metal Gear Solid, and while I mostly hid through the game, I recall not worrying much when I did get caught because I could still gun down quite a few gaurds before dying, even make it out alive often. Meanwhile, when playing Splinter Cell I felt that Sam's combat skills were subpar for someone who the NSA put so much trust in. To be fair, the emphasis is on stealth, but shouldn't he at least have some chance in a gunfight? Now, I'm not asking for Sam to be able to charge through without worrying, but there should be at least a little room for error, especailly seeing as save point were presented in a checkpoint system, not a save anywhere system like a PC game. (Note: I played the Xbox version, I don't know if the save system is different on PC.)