So Yahtzee has insisted that the Thief series is the only game that has done stealth right, many people feel splinter cell and MGS represent the peak of stealth gameplay, others think those are hack, and some prefer RPG stealth gameplay such as Oblivion or Rogues in WoW.
So my question is, Escapist, what do you think a game need to incorporate for 'good' stealth, and what can Devs do to innovate or change it up? Give examples of good stealth if you can.
My opinions:
What make Stealth good:
-The core elements of how your detected: sound and light (duh), as well as how fast your moving and how close you are to an NPC.
-Good AI. Really, it is my belief that stealth games and strategy games require the best AI possible. This can make or break a game in either of those genres.
-Someway of knowing how exposed you are (Thief had the gem, Riddick the bluish tint, etc)
-A way to incapacitate enemies that is effective but difficult. Melee attacks (blackjack, snapping necks to use the previous examples) are obvious examples. Need to be close to the enemy to pull it off. Ranged attacks are tricky. Riddick's stealth went South for me the second I got the tranq gun.
-Sufficient consequences for getting caught.
Innovations I wan to see:
-Make NPC's hardly ever go into shadowy areas. The above example of close up melee kills being good loses something if enemies are constantly peering into corners or walking into dark rooms. The farther NPC's stay in the light and middle of rooms, the harder it will be, and the happier I will.
-There seems to be a formula where getting caught leads to a few minutes of frantic action during an alarm. (Splinter cell: Alarm going off? "*Sigh*, guess I'll have to get out my automatic rifle. Chh-*****. Shame."). Id be for a deduction of your score, or a drastic change in gameplay for the rest of the level (double guards, guards with flashlights, etc) which don't go away. Action isn't always a punishment. At the very least, dont give us a machine gun or a broadsword.
-More interactive environments. Pick up objects, light a sofa on fire as a diversion, jam doors shut, pour oil on the floor. Imagine the good times.
-I have a massive hard-on for climbing in videogames. Maybe its because I rock climb in real life, but the more vertical planes I can access in a game the happier I am. There is a specific spot in Riddick I can remember where I had a burst of joy upon realizing that instead of shooting out the lights and going through a door, I could walk up a flight of stairs, jump over the railing, land on some boxes, and climb my way down to get in some shadows. I was pleased.
-This is more of an abstract wish, but I'd like to see just one game that finds a way to do stealth in some campy, non-light orientated way. Assassin's Creed 'Social stealth' idea had the potential to be great, if, you know, it hadn't ended up sucking. In typing this out I had a really cool idea for a color-based stealth game that I'll try to post later.
So that's what I got. Escapists, impress me.
So my question is, Escapist, what do you think a game need to incorporate for 'good' stealth, and what can Devs do to innovate or change it up? Give examples of good stealth if you can.
My opinions:
What make Stealth good:
-The core elements of how your detected: sound and light (duh), as well as how fast your moving and how close you are to an NPC.
-Good AI. Really, it is my belief that stealth games and strategy games require the best AI possible. This can make or break a game in either of those genres.
-Someway of knowing how exposed you are (Thief had the gem, Riddick the bluish tint, etc)
-A way to incapacitate enemies that is effective but difficult. Melee attacks (blackjack, snapping necks to use the previous examples) are obvious examples. Need to be close to the enemy to pull it off. Ranged attacks are tricky. Riddick's stealth went South for me the second I got the tranq gun.
-Sufficient consequences for getting caught.
Innovations I wan to see:
-Make NPC's hardly ever go into shadowy areas. The above example of close up melee kills being good loses something if enemies are constantly peering into corners or walking into dark rooms. The farther NPC's stay in the light and middle of rooms, the harder it will be, and the happier I will.
-There seems to be a formula where getting caught leads to a few minutes of frantic action during an alarm. (Splinter cell: Alarm going off? "*Sigh*, guess I'll have to get out my automatic rifle. Chh-*****. Shame."). Id be for a deduction of your score, or a drastic change in gameplay for the rest of the level (double guards, guards with flashlights, etc) which don't go away. Action isn't always a punishment. At the very least, dont give us a machine gun or a broadsword.
-More interactive environments. Pick up objects, light a sofa on fire as a diversion, jam doors shut, pour oil on the floor. Imagine the good times.
-I have a massive hard-on for climbing in videogames. Maybe its because I rock climb in real life, but the more vertical planes I can access in a game the happier I am. There is a specific spot in Riddick I can remember where I had a burst of joy upon realizing that instead of shooting out the lights and going through a door, I could walk up a flight of stairs, jump over the railing, land on some boxes, and climb my way down to get in some shadows. I was pleased.
-This is more of an abstract wish, but I'd like to see just one game that finds a way to do stealth in some campy, non-light orientated way. Assassin's Creed 'Social stealth' idea had the potential to be great, if, you know, it hadn't ended up sucking. In typing this out I had a really cool idea for a color-based stealth game that I'll try to post later.
So that's what I got. Escapists, impress me.