On stealth gauges, detection meters and some nerdy #UX thoughts on modern stealth
I'd like to talk about visibility meters.
In my mockup for a pretend stealth game it's presented as this drama mask.
The idea for it to be gradually filled from right to left the more our player character is exposed to light or becomes more noticeable in any other way
Functionally this serves the same purpose as the stealth meter in early Splinter Cell games.
Both of these examples were observed in this GMTK video on enemy awareness in stealth games:
In both Thief and Splinter Cell these neat little pieces of HUD help to evaluate how well hidden the player character is.
However there are no systems in these games that visually convey precise enemy awareness to the player.
This is exactly what detection meters do nowadays.
You've probably seen these in a lot of contemporary action adventure titles and they are really useful.
These detection meters may take different forms but they serve the same purpose - visually tell the player that they are being spotted from a particular direction.
Which is great!
But.
This doesn't tell us anything about how well hidden the player character actually is. Which may lead to some confusion.
There were a lot of instances in Dishonored 2 when I thought it was:
- Dark enough
- Far enough
- Cluttered enough
To be hidden completely, however the guards could still spot me. Since the stealth system didn't account for these parameters, when I intuitively thought it would
You could say that this mechanic is a direct evolution of MGS exclamation marks that appear on noise distractions and while crossing an NPCs line of sight.
So stealth gauges and detection meters represent different systems.
The one is for showing the current player state, the other is for NPC awareness.
So my question is - why have we collectively ditched the stealth gauges?
Ironically the only titles I can think of that have some form of stealth gauge still present are the last 2 Splinter Cell games.
However both of them seem to treat player visibility as a binary state - visible/sorta invisible.
Which might look a bit comical at times.
Is it too confusing to have separate but somewhat similar gauges present on a single screen? Maybe. This definitely needs more research and testing.
I personally would love to see more robust stealth systems be tried and have them be presented with cool UI solutions.
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Trying to go back to physical game releases as a default is, in my view, regressive. It won't ever replace the convenience and access that digital provides.
𝙃𝙤𝙬𝙚𝙫𝙚𝙧, and I can't stress this enough, there's 1 core issue with the current digital reality (and not only)...
It's that the ownership and distribution of digital content belongs to competing private businesses seeking profit, instead of being in public domain
For this reason the amazing tech that allows the widest access to all data co-exists with DRM, games delisting and lost content
Your Disney, Netflix, Nintendo and whatnot control the access to data: putting stuff in vaults, losing or obtaining rights to media, adding more subscriptions
All because the digital space is managed as if it's a physical store. When the tech itself allows for much freer access
1. The economy - since we're living in a profit-driven system, this inevitably impacts all facets of our lives, eg video games
Within such system, the pursuit for the most effective ways of extracting profit can oftentimes lead to standardization of approaches and practices
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Which in turn leads to trends.
A lot of the titles in the 2nd picture are AAA 3rd person action-adventure games with RPG elements. Some are GaaS'es. All of them seem profitable and safe by the people willing to invest in the ever-growing costs of developing a AAA game.