Hide and Go Sneak - The Rise Of Stealth Gaming 73
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."
hide and go seek (Score:1)
Mostly true (Score:5, Funny)
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.
On the other hand... (Score:5, Interesting)
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.
Re:On the other hand... (Score:1)
Re:On the other hand... (Score:5, Insightful)
Re:On the other hand... (Score:1)
Make a difference between camping and ambushing.
What everyone hates is that a stupid newbie is sitting in the damn BEGINNING of the map or some deserted place on the map, waiting for someone to come kill them. Making it so that it's common to see THEM hiding, for 3 mins and the people on the other just go to search for him.
Re:On the other hand... (Score:1, Informative)
Re:On the other hand... (Score:5, Insightful)
Re:On the other hand... (Score:3, Interesting)
don't be a whiner (Score:2)
I'm a long-time Descent player. There are essentially three styles of play, which can be integrated: dogfighting, tunnel-fighting, and hit-and-run. All often use some element of camping. The dogfighter is often patrolling "his room". Of course, everyone knows this, so it's not so lame. But camping isn't a viable long-term strategy. Works once or twice, then people start doing clever things like using smart-missiles to kill campers.
Re:On the other hand... (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.
Maybe not? (Score:3, Insightful)
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...
Stealth is hard enough in real life (Score:3, Interesting)
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.
Re:Stealth is hard enough in real life (Score:4, Informative)
Re:Stealth is hard enough in real life (Score:2)
You have a visibility indicator. Moreover, in all 3 games, you are either always in 3rd person or can switch. When you look at yourself in 3rd, you can see "how well you blend".
Moreover, in Thief3, you CAN see you body if you look down, so u can really see how you blend, in 1st person.
Re:Stealth is hard enough in real life (Score:1)
Re:Stealth is hard enough in real life (Score:2)
I haven't checked, but i'm pretty sure it will go like I say. Consider the following:
A big enough room which is very well lit, except for a circle of darkness in the middle. You character stands inside that circle, in a way the "light meter" states complete darkness. Now consider an enemy looking there. A human will certainly see the silhouette of your character, yet the in game AI will probably not see you.
I'm not sure if the AIs already see the shadow
Problems (Score:2)
And I've been playing Far Cry recently and I find that guards tend to notice you in situations where I could have sworn I was utterly invisible (like lying on my belly, behind a tree, in some bushes, in near total darkness). "There he is!" Arg, another hour of sneaking around gone to waste...
Not so sudden (Score:2)
It's a NEW PARADIGM (Score:2, Funny)
Re:It's a NEW PARADIGM (Score:2)
But FPS games are not being "replaced" by 'sneekers', but they are being complemented.
There is more then one way to make a game, and 'shooter' and 'sneeker' are only two of the ways to make one
Stop and ogle (Score:2, Funny)
Think about all the video booths and strippers in DN3D...
"Shake it baby..."
stealth in games (Score:5, Insightful)
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.
Re:stealth in games (Score:5, Insightful)
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.
Re:stealth in games (Score:2)
And what is wrong with that? I have to admit I am hooked on Thief, I've played all 3 of them not...well, working on the third. I love it.
I wish there were more games like it.
Re:stealth in games (Score:3, Interesting)
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
Stealth Paradigm in Multiplayer (Score:4, Interesting)
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.
Re:Stealth Paradigm in Multiplayer (Score:1)
I'm quite sure that Action-Quake2 came before CS, and it was popular at the time.
Re:Stealth Paradigm in Multiplayer (Score:2)
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?
The bigger issue is that multiplayer usually doesn't support a real stealth game type. That is, the "mission" is too obvious for both sides, and so you know what the win/lose situation is. The plot behind single player, however, is that your enemies aren't specifically looking for you or actively guarding a "flag". They're just puttin
Woah Woah (Score:3, Insightful)
This market needs more team play like wolfenstein enemy territory and the bloodfest will be all worth while.
Re:Woah Woah (Score:2)
der Joachim
reload? when? (Score:4, Funny)
That is why doom features the CHAINGUN! Cut out the reload part for 100% fun!
Re:reload? when? (Score:2, Interesting)
Re:reload? when? (Score:1)
Re:reload? when? (Score:1)
Re:reload? when? (Score:2)
"Prime Grenade" (Score:1)
And the Grenade launcher needs to get reloaded when the number of Grenades drops to a prime number.
Seriously, might be a good way to teach math to kids. Or horses.Stealth = Realism (Score:3, Funny)
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.
Re:Stealth = Realism (Score:2)
Re:Stealth = Realism (Score:1)
Acronym overload? (Score:2)
(sigh)
bah, Descent is still fun (Score:3)
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.
Shooters are not getting old... (Score:2, Insightful)
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 a
Re:Shooters are not getting old... (Score:1)
Re:Shooters are not getting old... (Score:2)
I'm not sure which monster you are talking about... The weakest "monster" in Quake would be the Dog, which is killed by two shotgun blasts with standard accurracy. Next would be the Solder and Enforcer, which require 2 and 4 hits respectivly.
The toughest monsters in Quake would be t
Thief is _not_ a good example of your case (Score:5, Insightful)
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
Making Theif harder (Score:2, Insightful)
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, o
Re:Making Theif harder (Score:2)
2. I DID play the game with my own rules. I never killed anything human. and I only clobbered people who had stuff I wanted and there was no other way of getting it off them.
The problem with playing it with your own rules is that it's utterly unrewarding. No different from, say, completing Thief without ever using the Strafe Left button. Whoopee!
As for the rules thing - I strongly disagree with your approach
GSS (Score:2)
now, PLEASE don't think that i am attacking you personally, per se. But you have kinda hit on one of my pet peeves, so i gotta comment.
Bassically, i think this sort of attitude is what is bred by our educational system. That is, people think, "why would i do this, if I am not being aknowledge/rewarded?"
I call it the "Gold Star Syndrom" (GSS)
I mean really, why does an inatimate computer need to reward you for anything? Why does aknowledgement make what you did any better/hareded/more important,
Re:GSS (Score:2)
In fact I pretty much share your view of how sad this GSS as you call it is, and was fully aware of it at the time I wrote the above as well.
It's Interesting. I'm sorta trying to figure out what it is that makes my funhaving tick.
My personal opinion - I like the sense of accomplishment, and I get it when I did something hard. I guess the gold star is a way of the devs saying "we knew someone would get to this hard-to-get-to point", and I guess I
Uhh.. (Score:1)
Otherwise if you're playing on expert and save your game, you're not playing on expert any more.
Ever tried playing Final Fantasy VII w/o saving? (Score:1)
if you're playing on expert and save your game, you're not playing on expert any more.
How many hours is Thief III? Is a player supposed to temporarily dedicate a $1,000 PC to playing Thief III and play a few hours each day? I know somebody who beat Super Mario Bros. 3 without warping that way; at the time, I considered it ridiculous.
Re:Ever tried playing Final Fantasy VII w/o saving (Score:2)
Why at least I found it plausible (Score:1)
I realized that about ten minutes after I posted that. Super Mario All-Stars had a different rule for its port of The Lost Levels: if you warp or you load a saved game, you can't get to World 9, and the game skips to World 10.
Re:Thief is _not_ a good example of your case (Score:2)
Read this:
Thief 3 Deadly Shadows Bug Neuters In-Game AI [slashdot.org]
and this:
Thief Deadly Shadows 1.1 Patch Fixes AI [slashdot.org]
.. and play the game again.
Yuioup
Re:Thief is _not_ a good example of your case (Score:2)
- Getting stuck in doors. Yeah, like an assassin would find himself unable to operate a simple, unlocked door...
- Not being able to save. You play for an hour, make a tiny mistake, game over. Next step: repeat the previous hour exactly as before...
- Enforces illogical situations. In the restaurant mission you cannot kill your target
Re:Thief is _not_ a good example of your case (Score:3, Interesting)
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 kind
Re:Thief is _not_ a good example of your case (Score:2)
holy crap (Score:1)
Jesus fucking christ. We need automated satellite lasers or something to shoot down all the retard armchair game designers.
It's like the shit train just keeps coming..
Re:Thief is _not_ a good example of your case (Score:2)
Difficulty (Score:3, Interesting)
Neocron (Score:2)
It's a great game and they are about to launch a major u [neocron.com]
Just don't force me to sneak (Score:1)
Also if I get caught sneaking, then give a chance to fight my way out of the situation. For example in LoZ: The Wind Waker at the forsaken fortress there are sections where you have to sneak past some moblins. If you are seen then you get taken to a holding area with no chance to try fighting the moblin. This is only a mild example however.
A more annoying example is Jedi Knight 2 : Outcast. In particular the Cairn - Docking Bay level. Ge
parent worth mod up.... (Score:2)
Re:Just don't force me to sneak (Score:2)
Yes, I remember that section all too well. I wouldnt' find this to be a problem, if it werent for the fact that there were a few points where you were in a very high risk of being detected (and there wasn't a way around them, since it was a one-
Everything new gets old and old new again. (Score:1)
But then years later you may go back to it and play game X or watch movie Y all the way through again. Think about it, even some of the greatest repl
I can't stand sneak games (Score:1)
Give me a real grame like HL or Quake or FarCry any day. I've totally given up on sneaky shooters.
No amount of storming into rooms armed with loads of guns and laying waste to massive amounts of my enemies will ever become dull.
Re:I can't stand sneak games (Score:2)
As you know, some games have attempted to make the enemies more challenging. For example, Red Faction gives the mercenaries a rail driver, which is a one-hit kill weapon designed to penetrate walls (you can see enemies through walls with its thermal scope.)
I have yet to see a player who can complete a map containing such enemies without having to excessivly save and reload.
Nearly there (Score:4, Insightful)