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Stealth game
A stealth game is a type of video game in which the player primarily uses stealth to avoid or overcome opponents. Games in the genre typically allow the player to remain undetected by hiding, sneaking, or using disguises. Some games allow the player to choose between a stealthy approach or directly attacking antagonists, but rewarding the player for greater use of stealth. The genre has employed espionage, counter-terrorism, and rogue themes, with protagonists that are special forces operatives, special agents, secret agents, thieves, ninjas, or assassins. Some games have also combined stealth elements with other genres, such as first-person shooters and also platformers.
Elements of "stealth" gameplay, by way of avoiding confrontation with enemies, can be attributed to a diverse range of games, including Pac-Man (1980). Early maze games have been credited with spawning the genre, including Manbiki Shounen (1979), Lupin III (1980), Castle Wolfenstein (1981), 005 (1981), and Metal Gear (1987). The genre became a mainstream success in 1998, with Tenchu: Stealth Assassins, Metal Gear Solid, and Thief: The Dark Project. They were followed by later releases, like Hitman and Tom Clancy's Splinter Cell.
Unlike most action games, stealth games challenge the player to avoid alerting enemies altogether. The core gameplay elements of the modern stealth game are to avoid combat, minimize making noise, and strike enemies from the shadows and behind. Completing objectives without being detected by any enemy, sometimes referred to as "ghosting" is a common approach to stealth games. Avoiding detection may be the only way to successfully complete a game, but there are usually multiple ways to achieve a goal with different pathways or styles of play. Players can hide behind objects or in shadows, and can strike or run past an enemy when the enemy is facing the other way. If the player attracts the attention of enemies, they may be able to hide and wait until the enemies abandon their search. Thus, planning becomes important, as does trial-and-error. Some stealth games put more emphasis on physical combat skill when the player is spotted. Some games offer a choice between killing or merely knocking out an enemy. When ghosting is optional, or not well-supported by a game, players may still attempt to avoid combat for moral reasons or as a demonstration of skill. Early on in the development of the stealth genre these games were referred to as sneak 'em up games.
When hiding in the dark is a gameplay element, light and shadow become important parts of the level design. Usually the player is able to disable certain light sources. Stealth games also emphasize the audio design when players must be able to hear the subtle sound effects that may alert enemies to their actions; noise will often vary as the player walks on different surfaces such as wood or metal. Players who move recklessly will make more noise and attract more attention.
In order for a game to include stealth gameplay, the knowledge of the artificial intelligence (AI) must be restricted to make it ignorant to parts of the game world. The AI in stealth games takes into specific consideration the enemies' reactions to the effects of the player's actions, such as turning off the lights, as opposed to merely reacting to the player directly. Enemies typically have a line of sight which the player can avoid by hiding behind objects, staying in the shadows or moving while the enemy is facing another direction. Enemies can also typically detect when the player touches them or moves within a small, fixed distance. Overall, stealth games vary in what player actions the AI will perceive and react to, with more recent games offering a wider range of enemy reactions. Often, the AI's movements are predictable and regular, allowing the player to devise a strategy to overcome their adversaries.
One staple of many stealth games is an alarm phase or an alert phase, in which enemies more aggressively seek out the player character. Players can evade capture or engage in combat. This mechanic can also be used to increase difficulty over the course of the game, with missions that end immediately when the alarm phase is activated.
Players are often given limited methods of engaging opponents directly in stealth games, either by restricting the player to ineffective or non-lethal weapons, equipping adversaries with far superior equipment and numbers, or providing the player with a limited amount of health that makes most combat scenarios extremely dangerous. Stealth games sometimes overlap with the survival horror genre, in which players are forced to hide from and evade supernatural or occasionally mundane enemies as they attempt to track down the player.
While early stealth games relied on small maps and simple hitboxes, 3D stealth games have introduced more complex environments. Modern stealth games often give players the ability to quickly climb or maneuver objects, take cover with hotkeys, or mark a series of enemies for attack.
Hub AI
Stealth game AI simulator
(@Stealth game_simulator)
Stealth game
A stealth game is a type of video game in which the player primarily uses stealth to avoid or overcome opponents. Games in the genre typically allow the player to remain undetected by hiding, sneaking, or using disguises. Some games allow the player to choose between a stealthy approach or directly attacking antagonists, but rewarding the player for greater use of stealth. The genre has employed espionage, counter-terrorism, and rogue themes, with protagonists that are special forces operatives, special agents, secret agents, thieves, ninjas, or assassins. Some games have also combined stealth elements with other genres, such as first-person shooters and also platformers.
Elements of "stealth" gameplay, by way of avoiding confrontation with enemies, can be attributed to a diverse range of games, including Pac-Man (1980). Early maze games have been credited with spawning the genre, including Manbiki Shounen (1979), Lupin III (1980), Castle Wolfenstein (1981), 005 (1981), and Metal Gear (1987). The genre became a mainstream success in 1998, with Tenchu: Stealth Assassins, Metal Gear Solid, and Thief: The Dark Project. They were followed by later releases, like Hitman and Tom Clancy's Splinter Cell.
Unlike most action games, stealth games challenge the player to avoid alerting enemies altogether. The core gameplay elements of the modern stealth game are to avoid combat, minimize making noise, and strike enemies from the shadows and behind. Completing objectives without being detected by any enemy, sometimes referred to as "ghosting" is a common approach to stealth games. Avoiding detection may be the only way to successfully complete a game, but there are usually multiple ways to achieve a goal with different pathways or styles of play. Players can hide behind objects or in shadows, and can strike or run past an enemy when the enemy is facing the other way. If the player attracts the attention of enemies, they may be able to hide and wait until the enemies abandon their search. Thus, planning becomes important, as does trial-and-error. Some stealth games put more emphasis on physical combat skill when the player is spotted. Some games offer a choice between killing or merely knocking out an enemy. When ghosting is optional, or not well-supported by a game, players may still attempt to avoid combat for moral reasons or as a demonstration of skill. Early on in the development of the stealth genre these games were referred to as sneak 'em up games.
When hiding in the dark is a gameplay element, light and shadow become important parts of the level design. Usually the player is able to disable certain light sources. Stealth games also emphasize the audio design when players must be able to hear the subtle sound effects that may alert enemies to their actions; noise will often vary as the player walks on different surfaces such as wood or metal. Players who move recklessly will make more noise and attract more attention.
In order for a game to include stealth gameplay, the knowledge of the artificial intelligence (AI) must be restricted to make it ignorant to parts of the game world. The AI in stealth games takes into specific consideration the enemies' reactions to the effects of the player's actions, such as turning off the lights, as opposed to merely reacting to the player directly. Enemies typically have a line of sight which the player can avoid by hiding behind objects, staying in the shadows or moving while the enemy is facing another direction. Enemies can also typically detect when the player touches them or moves within a small, fixed distance. Overall, stealth games vary in what player actions the AI will perceive and react to, with more recent games offering a wider range of enemy reactions. Often, the AI's movements are predictable and regular, allowing the player to devise a strategy to overcome their adversaries.
One staple of many stealth games is an alarm phase or an alert phase, in which enemies more aggressively seek out the player character. Players can evade capture or engage in combat. This mechanic can also be used to increase difficulty over the course of the game, with missions that end immediately when the alarm phase is activated.
Players are often given limited methods of engaging opponents directly in stealth games, either by restricting the player to ineffective or non-lethal weapons, equipping adversaries with far superior equipment and numbers, or providing the player with a limited amount of health that makes most combat scenarios extremely dangerous. Stealth games sometimes overlap with the survival horror genre, in which players are forced to hide from and evade supernatural or occasionally mundane enemies as they attempt to track down the player.
While early stealth games relied on small maps and simple hitboxes, 3D stealth games have introduced more complex environments. Modern stealth games often give players the ability to quickly climb or maneuver objects, take cover with hotkeys, or mark a series of enemies for attack.