Of course this was far from perfect with the 'trajectory' being visible to an AI in whatever scenario, so often they'd just work out your spot when you thought you were in cover and timing things perfectly.Īnd then that reaches the point where the game is just like real life and if you ever tried to stealth you'd fuck up in a million tiny ways but a game is meant to be fun and broadcast all its feedback clearly for it be feel fair and therefore enjoyable. It would be interesting if the game could detect "repetitions" or something.įor your example specifically, Hitman Absolution would let enemies work out your position if you threw a bottle poorly (ie them seeing the bottle in the air and working out your location from the trajectory). Game designers have struggled so long with this kinda stuff that those scenarios are pretty much a "trope" in stealth games now. Soon enough you have a massive pile of bodies that the AI don't find unusual or suspicious in any way. Well theres always going to be shit like that in games, like silently killing/tranquilizing an enemy and having his buddy come up to him and inspect and then just shooting him too. Different conditions force you to stay on your feet, and would make for a more exciting game. On one playthrough, the guard might have poor eyesight and good hearing, but the next time you play, it is a different guard altogether. If an enemy hears a falling bottle, he might leave it alone, OR he will go out and investigate, as if to say "that didn't happen by accident". It feels like you are sneaking around robots, and really removes the tension that a good stealth game should make you feel.īecause of this, I would love to see a game with a certain amount of randomness built in every time you play through a section of the game, the guards have different abilities, conditions and motivations. You know that guards will have preset patrol routes that they follow without fail hundreds of times, and that the chances of being spotted are calculated by the clothes you wear, line of sight, noise etc. But, to be honest, it's not the only unrealistic thing about stealth games. I think that it does ruin the immersion of a game, as you think "well, either that's unrealistic, or that guard is really lazy". While it was novel and interesting at the time, the problem is that it hasn't really evolved modern games use pretty much the same instructions. The first game that I remember (there were possibly others) that had a thrown distraction mechanic was Splinter Cell. I can't really think of one that goes beyond that. r/CoOpGaming - A community for co-op gaming r/xboxone - Xbox-specific subreddit for general Xbox news and discussion r/playstation, /r/PS4 & /r/PS5 - PlayStation-specific subreddits for general PlayStation news and discussion r/pcgaming - PC gaming-specific subreddit for general PC gaming news, discussion and gaming tech support r/nintendo - Nintendo-specific subreddit for general Nintendo news and discussion r/shouldibuythisgame - Find out what's worth getting. r/gamingsuggestions - Go here to help you find your next game to play r/gaming4gamers - Discussion, bar the Hivemind
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