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Hey, you! What makes a good stealth game?

So, the next video I'm going to be working on is something I've been meaning to do for ages: "what makes a good stealth game?". What's so awesome about zipping across the rooftops in Dishonored, shooting out candles in Thief, storming bases in MGS V, and peeking under doors in Chaos Theory?

I've got plenty of ideas, but wanted to get your thoughts while I'm knee-deep in the research process!

I'm especially interested in unique solutions to stealth design. Two examples are ECHO (a game by ex-Hitman devs, where enemies learn from you and copy your actions, removing dominant strategies) and Untitled Goose Game (no fail states, "enemy" intentions are drawn as icons in thought bubbles).

If you've played something that's done something different in the world of stealth, I'd love to hear it.  

Cheers

Mark

Hey, you! What makes a good stealth game?

Comments

I'm not a massive stealth afficionado but I really liked the parts in the Yiga clan infiltration where you could use the bananas in the environment to distract them. It's always boring to just wait around for enemies to do their patrol, especially if you're redoing a section of a level because you died, so having some way to influence the patrols makes it fun. When I go through stealth sections with this element, I usually try to get through them as fast as possible even with risky strategies, which makes it fun for me.

Mitchell Carroll

Hello! Thanks everyone for your thoughts. I read them all! Very helpful. I'm gonna focus on writing now so may not see new messages, but I look forward to getting more thoughts when I show the early preview of the vid!

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