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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."

26 of 73 comments (clear)

  1. Mostly true by NanoGator · · Score: 4, Funny

    "You become a pacifist for the weirdest possible reason: not because the virtual violence seems so awful but because it's so bloody repetitive"

    I play Q3 with a coworker nearly every day. The fun of the stealth mode isn't because it isn't repetitive, but because making him say "PUNK!!!" never gets old.

    --
    "Derp de derp."
  2. 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.

    1. Re:On the other hand... by Sancho · · Score: 4, Insightful

      Yeah, but it's part of the game. Actually, that's why I like Counterstrike quite a bit. Death is permanent for that round...no respawning, so you have to be careful. Not necessarily always sneaky, just careful. Can't expect to just be able to respawn and run back to do some killing, and you know that the people you kill are going to stay down until the round ends. It makes camping more legitimate, in my opinion.

    2. Re:On the other hand... by Shinglor · · Score: 2, Interesting

      I'll second that, Far Cry MP with less than four people is incredibly boring. You end up running around the map, meeting an enemy every few minutes then running around again.

      I guess it helps if you know the map well, then you can meet up in one area.

    3. Re:On the other hand... by dtfinch · · Score: 4, Insightful

      I say let the best strategy win. If you weren't meant to hide in a weapon-unreachable spot at the top of the tallest tower and shoot everyone with guided missiles, then they shouldn't have put those elements into the map.

    4. Re:On the other hand... by KDR_11k · · Score: 2, Interesting

      I say virus writing and exploiting programs is legit, after all, if they didn't want you to exploit it they wouldn't have built in those bugs in first place, right?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  3. Maybe not? by Mind+Booster+Noori · · Score: 3, Insightful
    Maybe it's not an issue of "kill/reload/kill" being boring, but because games are progressing to a more realistic level, adding more features in an attempt of adding "virtual realism" to the game?

    Don't forget that online games are moving in the direction of turning themselves in virtual realities, and that most games are adding "online" capabilities to them (or are fully online)...

    It's just a predictible step to the future...

  4. Stealth is hard enough in real life by bersl2 · · Score: 2, Interesting

    In a game, I don't have as precise control of my body. In a game, I cannot see how well I blend in with the surroundings, because I cannot see my in-game self.

    What little stealth I have in real life I have learned from slow-paced non-life-threatening situations.

    I guess I should go play Thief or Splinter Cell or something.

    1. Re:Stealth is hard enough in real life by oskillator · · Score: 3, Informative

      The Thief series and the Metal Gear Solid series both have interface additions to help with this issue: Thief has an indicator which shows you exactly how well you're illuminated, and Metal Gear Solid has a radar system which shows the locations and FOVs of nearby guards. Both interfaces work pretty well.

  5. It's a NEW PARADIGM by slubberdegullion · · Score: 2, Funny

    I'm personally startled by the degree to which "shoot and reload" games like Thief 1(1998) have been replaced by stealthy games like Unreal Tournament 2004. Surely it heralds a new era of gaming!!!!!

  6. Stop and ogle by empaler · · Score: 2, Funny

    I thought tourist gamers had been around for quite a while in FPSers?
    Think about all the video booths and strippers in DN3D...
    "Shake it baby..."

  7. stealth in games by alphaseven · · Score: 4, Insightful
    From the article: You're always fretfully observing your opponents. To get past a guard, you might spend five minutes just standing there, stock-still, spying on him to figure out his movements, the better to creep by.

    Stealth games regularly force you to slow down, to observe, to go carefully. I spent over an hour going through the Theif III demo, if it was the type of game where I just had to go around and kill everyone, it probably would have taken me less than ten minutes.

    The cynical part of me thinks stealth is popular with game developers because they can slow the player down and stretch a 5 hour game to 20+ hours.

    1. Re:stealth in games by Snowmit · · Score: 5, Insightful

      The cynical part of me thinks stealth is popular with game developers because they can slow the player down and stretch a 5 hour game to 20+ hours.

      The disadvantage for developers is that because you're slowing down and observing things, it's much harder to make a realistic world. I mean if it's live combat, and the AI is shooting at you and not doing much else, that makes sense. But making AI that can believably wander around and do interesting non-immersion-breaking things while the player stares at them for hours - that's hard.

      --
      I have a lot of opinions about Cyborgs and Architects
    2. Re:stealth in games by dswensen · · Score: 2, Interesting

      Interesting point, but I think that reasoning is a bit flawed. A game that requires you to go slow and take your time as part of the gameplay, and the fun, isn't artificially inflating its play time. If it takes you 20 hours to finish it, playing it the way it was meant to be played, then it's a 20-hour game.

      Now, a game with no way to save except between missions, or ridiculous caveats that hinder or reverse your progress -- that's artificially inflating play time. So far as I know none of the Thief games have ever done this.

  8. 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.
  9. Woah Woah by superpulpsicle · · Score: 2, Insightful

    The whole stealth thing is seriously getting old. How many metal gear solid games are out there. Add splinter cell, tenchu ninja game.... whoopie.

    This market needs more team play like wolfenstein enemy territory and the bloodfest will be all worth while.

  10. reload? when? by Anonymous Coward · · Score: 4, Funny

    "Kill your enemies, reload, kill some more, reload - man, what a drag."

    That is why doom features the CHAINGUN! Cut out the reload part for 100% fun!

    1. Re:reload? when? by I(rispee_I(reme · · Score: 2, Interesting

      I know you meant delay between shots, but DooM didn't keep track of rounds of ammo in and out of the weapon, it just subtracted rounds from your total ammo each time you shot. If I remember correctly, the shotty did have reloading animation, though, which slowed down the rate of fire. The first fps game I remember seeing that kept track of both bullets in the clip and a separate stockpile, requiring reloading, was Goldeneye for N64. I'm sure it's not the first though.

  11. Stealth = Realism by Anonymous Coward · · Score: 3, Funny

    I love stealth games. If I actually went ahead with my plans to infiltrate a super-secret military/criminal facility, killing the administrator and his minions and stealing his secret plans, whilst armed with only a shotgun and a crowbar- well, let's just say my plans call for LOTS of hiding.

    Stealth aspects are low-rent immersion, I love it!!

    Of course, all the tetrahydrocannabinol delta 9 I take helps the immersion as well. Enough of that and you'll *want* to hide.

  12. bah, Descent is still fun by dh003i · · Score: 2

    Descent 2 is still a great game, even though there's now Descent 3 (which is better). A game like that feels much more realistic than a "person" game, because you have what feels like complete, perfect, and natural control over yoru ship. Furthermore, there's so much talent required, due to all the degrees of freedom. If you play against good players, Descent never really gets boring.

    The game has a simplicity which is graceful. Elements of stealth, dogfighting, and close-quarters tunnel fighting are all built-in, as is hit-and-run.

  13. Shooters are not getting old... by Anonymous Coward · · Score: 2, Insightful

    It's just that game writers have given up trying to write a decent one. How many good shooters have come out in the past few years? Maybe three. I'd kill (no pun intended) for a good one. Halo 2 and Doom III are definitely on my 2-get list.

    Another sad turn is the move away from having multiple weaker monsters and towards one big monster. Yeah, it's really hard to animate twenty baddies coming at you in one room with today's expected quality, but I fondly remember certain levels in Doom II where you'd run around with hordes of monsters chasing your ass. I'd be willing to sacrifice some quality for that experience.

    Shooters are plain boring, and I have not found one I liked with the exception of Hitman II. And it wasn't the genre, but I kinda got a kick from the storyline and backdrops.

  14. Thief is _not_ a good example of your case by MikShapi · · Score: 5, Insightful

    Thief is an overmilked cow. Sorry, but it is. If Deadly Shadows was the first Thief installment you played, and you're completely oblivious of other fun things people put in other contemporary games (such as character buildup and improvement over time) and you're still too new to computer games to understand what "game balance" is and why (or whether) it's important, then hell yes, Thief is a great title.

    But let me point out the following:
    1. This is a third installment of the game. It boasts nothing new from the first two, except for a nicer physics engine and visual candy. This is good for a GOOD game, but BAD for a game that has a large amount of serious design problems. Read on.
    2. Even on expert mode, the game is just too damn EASY. I'm not against giving the player options, I'm against all of them doing such a tremendously good job solving the problem. It renders proper choice of technique (read: require player to THINK) useless. You don't need to think which way is best to solve a problem. All of them are. Douse the torch, or sneak when the guard is on patrol, or clobber him and hide the body. Or head-shot him with a broadhead. Or flashbomb him and run past. It's not like he'll alert every other denizen of the map if you do. On a sidenote, the game is damn too forgiving.
    3. The game does not reward excelence, meticulousness. Obtaining >90% of the loot doesn't require you to be attentive to small details so much as just be systematic.
    4. It's ONE OF THE MOST REPETITIVE GAMES I HAVE EVER PLAYED. Probbably more than Doom 3 will be.
    5. Character enhancement? Leveling? where?
    6. AI - In Thief III everybody is a combination of Sherlock Holmes and a retarded cockroach. Someone will see an object, turn away, you grab it, he turns back, sees its not there, and he'll not raise the entire house. If you leave a door open however, he'll call a guard (which will come, peek in the shadows, find nothing and forget the entire thing).

    Let's put this in contrast: Let's look at the Competition.
    A. HITMAN series.
    They too didn't change much for the last two installments. With them however, I consider it to be a GOOD point.
    PRO: The game most definitely rewards excelence. On the "Expert" mode (i.e. Finishing all levels with "Silent Assassin") It's HARD (read: more challenging and less boring). Technique choice is critical in many situations to do a clean job. Not every technique is good for every situation. This is so not only because [some] hitman weapons make significantly more noise and ruckus, but also because of proper level design.
    CON: While level-up doesn't exist in Hitman, you do get better weapons and are allowed to stash them and later take them with you on missions, but only if you wish to replay the missions a second time after you completed the first time with the default weapons. I did however find the "side-goal" of bringing a weapon back each mission to enrich my stash quite fun.
    PRO: Excelent level design.
    CON: You only notice how excelent the level design is if you play hardcore and attempt Silent Assassin. The casual player can just easily barge through, and the levels are untolerably easy.
    PRO: (I don't believe I'm saying this but after a bit of thought I'm firmly resolved on this):
    You can't save more than X times per level.
    Usually I stress this is a cheap, sorry and pathetic way for devs to artificially extend the amount of playing hours a game contains.
    I'm making an exception here. In Hitman the ability to make only so many saves forces you into taking care and doing things right, and generates suspence. I LOVED IT. Really.

    B. Deus-Ex. (1, not 2!).
    Deus-Ex was NOT a sneaking game. It could be though. It was a successful combination of about 4 types of games, of which sneaking was a major one.
    If we only look at aspects of it that are present in sneaking-only games, we find excelent level design (which you could replay 3 times and find new stuff you haven't found before each time you play it) and very good rewarding of attentivene

    --
    -
    1. Re:Thief is _not_ a good example of your case by bugbread · · Score: 2, Interesting

      Speaking as someone who has played Hitman II and Hitman Contracts, but not the original Hitman:

      1) No door sticking (but I'm playing on XBox, and I've noticed "sticking to the scenery" seems more frequent in PC games. Not trolling, as I love my PC games. Just an observation)

      2) You can save up to 5 times per level (6? I forget), which is enough to make it clearable, but not so many as to make the FPS quick-save-marathon approach work.

      3) I don't remember many illogical situations.

      4) The guards only kinda have eyes in the back of their head. If they hear you, they'll probably call for backup, but they don't call out "weapon" for unseen weapons, etc. Plus, disguises work very very well.

      5) I can't remember anything that rendered missions plain impossible, but I may have just been lucky.

      That said, the frequent complaint is that, in addressing everyone's problems, they made a pretty unpopular change: it's possible to clear the whole game with no stealth whatsoever. You get a rating at the end of each level for stealth, from Silent Assassin to Psychopath or Butcher or something. So, if you have the self control to try to get Silent Assassin, it's hella fun, but if you just go guns blazing, it's a very subpar FPS. Why anyone would play it that way is beyond me, but, you know, kids today...

  15. Making Theif harder by Anonymous Coward · · Score: 2, Insightful

    If you find Thief to be too easy, I suggest you make it harder for yourself. One of the BEST things about the Thief series is you can make your own rules. One of the most popular and widely accepted difficulty increasers for Thief is that of "Ghosting". Ghosting is basically one rule:

    Never, EVER be seen (fully spotted).

    Of course, lots of people add additional rules to make things even harder. Popular choices include:

    Never kill anything not human, or never kill anything at all
    No knocking guards out, or a KO limit (usually one per level).
    No stealing things infront of guards even if they can't see you
    Never leave physical evidence/leave everything as you found it (arrows, open doors, no dousing torches, etc)
    Never arouse visual suspicion ("Did I see something move?" etc)
    Never be heard (VERY hard to do)

    Sometimes you'll hear players mention "Pure ghost" or "Lytha style", which is basically the idea of a perfectly invisible ghost. Never ever alert anything to your presence, and never leave a trace. Its insanely hard to Lytha every single level, but with time and patience it can be done. In general though, everyone creates their own style of ghosting. You just try to never leave a trace of your actions (other than all the missing loot) thats acceptable to your standards. Myself, I try to always think about "the morning after" scenario. As in, what would the guards say the next morning when everything was found missing? Thus, no one can ever see me (no description). One KO per level (one guard saying "I got knocked out" sounds like an excuse for sleeping on the job: two or more hints of a thief), with the exception of drunk guards (Benny!) who would probably pass out on their own anyways. Noise is OK, but I try to keep it tame and (if possible) explainable. Bumping a cup off a table (a rat?), or opening an unlocked door to the outside (wind?) is good, but throwing furniture around and stomping around the place is unacceptable. Also, I rarely leave a trace of my presence. So that means no unretrieved arrows, very few torch dousings, almost all doors closed, etc. No killing either: i'm a thief, not a murderer (plus, arrows sticking out of someones body or a slashed throat is kind of obvious). Undead and non-sentient animals are generally exempt to my rules, since they won't tell anyone they saw me -- BUT, I try to play as if i'm more afraid of them (which ain't hard to do). So where I have no problems walking right behind a guards back, I try to keep a good 6 feet or more between me and the undead. Its definitly a challange, but its also a hell of a lot of fun.

    The point is though, you can make Theif games anything you want. Some people play by the stock rules. Some people like to kill or KO everything that moves while hopping around like a bunny, while others can never be seen or heard. Some like rushing through a level as fast as they can, others won't leave until they've stolen everything that isn't nailed down. Do whatever you want - the real rules of the game are totally up to you. :)

  16. 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.)

  17. Nearly there by superultra · · Score: 3, Insightful

    I almost believed author Clive Thompson until he called, at the end of his article, Manhunt "another superb recent stealth game." Recent, I can believe. Supberb, not so much.