There should be more stealth games that have guards notice that someone is missing...

There should be more stealth games that have guards notice that someone is missing. All too often its easy to clear entire rooms of guards which is against the point of stealth. Guards checking each other is realistic and gives a greater challenge in not getting spotted.

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That looks like an old MGS game. For it's time the AI is sufficient.

Ive have the same thought. It should weird that one guard is going around and notices that a lot of people are missing. I'd say that if there is a threshold of guards gone, it should give a time limit before the remaining guards start reporting and such.

Nobody actually likes pure Stealth gameplay

wrong

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Its the truth, its why these garbage games died out. Nobody wants to play a boring ass game where you crawl around like a pussy avoiding all danger.

Didn't MGSV do this, or am I imagining that? I vaguely remember guards having regular check-ins with command and the base sending patrols out to areas where guards missed check-in. It would be cool to take that a step further and be able to impersonate guards radioing in.

>Its the truth, its why these garbage games died out
They died out cause suits went after the broad audience with low brain instant gratification genres

Being able to impersonate would add a nice balance cause then it will force the player to have to work for their new situation. It'll even be even more detailed if he had to go do certain stuff that the guard he took over for was doing just to keep the alert off his back (go check this area and report back the status).

I really liked how MGS3 let you make conditions worse for the guards. You could destroy their supplies and see hungry and ill-equipped guards later down the line because of it.

I think the genre needs to be more than "pick of guys one by one." I'd like it if there was more thought put into influencing the larger world with your presence.

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Yeah but unfortunately the player character in MGSV is so powerful that it doesn't really matter

Spin it however you like, the reality is when given the option people preferred not playing boring trash so it sold better.

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>Spin it however you like, the reality is when given the option people preferred not playing boring trash so it sold better.
Except thats not true. Splinter Cell, MGS, Tenchu, and Thief are still hailed as greats.

It's a lie, their popularity is why they blew up so hard in the first place. And why, to reach a wider and more braindead audience, they dumbed down the stealth into action bullshit and effectively killed the genre.

You can spin it however you like, the reality is when something is popular suits will always water it down for broader appeal

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I don't remember this and I played plenty of mgsv. I think command would only send out a patrol if you knocked someone out during the check in.

After Thi4f I don't want anyone to even try to make another stealth game. Maybe some unkown indie dev, but any larger dev/publisher will fuck it up eventually.

Well, yeah. If you knock them out or kill them or shoot their radio or destroy the satellite dish, they will send out a patrol that will look for the other soldiers.

By a small pool of retards

The runaway success of nu-Hitman says otherwise.

What are some games where this DOES happen?

I know the crooks in Arkham games notice their missing allies and get more alert and jumpy as their numbers dwindle

The runaway success of nu-Hitman is exactly WHY my point is correct, and why saying traditional stealth is dead and nobody liked it is a braindead assertion.

Nu-Hitman is popular because it IS a return to form, after the franchise was bitch-slapped by reality when they tried to give it the action treatment with absolution. It has problems for sure, and modernization has both helped and hurt the trilogy (see - entire launch fiasco with nu-Hitman 1 and the publisher's stupid DLC and release ideas), but it is largely a true stealth game and doesn't largely reward action-man style play.

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>avoiding all danger.
Its fun. Stealth games provide the fantasy of being in places you shouldn't be in and there are more intimate interactions between the player and the AI than in most action games.

The real question is how do they differentiate your footsteps and the footsteps of their friends.

It would be cool if you did leave different footprints that were recognizable by guards, like the flipper-feet of a wetsuit compared to snowboots or something

desu I only recall this happening in MGS2. One of the guards in the area would do regular check-ins through the radio, and if he failed to do that somehow, a bunch of additional guards would enter the area to see what happened.

Didn't 3 also do that? I could have sworn it did, at least in the base areas when you got out of the jungle

In areas with a dense amount of guards, your footsteps shouldn't raise much suspicion unless you make eratic or unnatural footstep noises. However, places with little guards who know exactly how many of themselves are around should immediately notice footsteps that shouldn't be around.

One cool idea that should happen often is guards knowing that the player is there but not making it obvious. Guards can communicate to each other in subtle ways that there is something wrong or that a intruder is there but the player doesn't know that, they assume their patrols will go on as normal until they get a nasty surprise. The only game I know that does anything like this is TLOU2 where that cult group would communicate to each other with whistles, there is no "what happened?" or "where are you?", just whistles which forces the player to pay attention to guard awareness.

>"For it's time the AI is sufficient"
>sufficient
They unironically have better AI than MGSV

Wat dis?

Modern video game programming has been overshadowed by the pursuit of better graphics. It is known.

Smart enemy AI is probably the most important ingredient of a good stealth game. It's always disappointing when guards act retarded/have no reaction to various things.