Overview
The art of not being seen. Stealth mechanics invert traditional action game power dynamics—enemies become threats to avoid rather than obstacles to destroy. From Castle Wolfenstein’s guard evasion to Thief’s light gem, designers developed increasingly sophisticated systems for modelling awareness. The genre peaked technically with Splinter Cell’s light meter and Hitman’s social stealth, creating gameplay where patience and observation outweigh twitch reflexes.
Fast facts
- Origins: Castle Wolfenstein (1981).
- Breakthrough: Metal Gear Solid (1998).
- Refinement: Thief, Splinter Cell series.
- Core loop: Observe, plan, execute.
Detection systems
| System | Function |
|---|
| Light/shadow | Visual detection zones |
| Sound propagation | Audio awareness |
| Line of sight | Cone-based vision |
| Alert states | Escalating responses |
AI awareness
| State | Behaviour |
|---|
| Unaware | Patrol patterns |
| Suspicious | Investigation |
| Alert | Active search |
| Combat | Engagement |
Light and shadow
| Implementation | Example |
|---|
| Light gem | Thief series |
| Light meter | Splinter Cell |
| Dynamic shadows | Real-time calculation |
| Light manipulation | Shooting lights |
Sound design
| Element | Application |
|---|
| Surface types | Different noise levels |
| Movement speed | Noise scaling |
| Distraction tools | Thrown objects |
| Environmental | Doors, glass |
Social stealth
| Mechanic | Game |
|---|
| Disguises | Hitman series |
| Blending | Assassin’s Creed |
| Suspicion meters | Social awareness |
| Context sensitivity | Appropriate behaviour |
See also