We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/

Is stealth an intrinsic element of immersive sims?

No RPG elements? It probably goes here!
Post Reply
User avatar
J1M
Turtle
Turtle
Posts: 2783
Joined: Feb 15, '23

Adventurer's Guild

Is stealth an intrinsic element of immersive sims?

Post by J1M »

The immersive sims that I can vividly recall seem to rely heavily on stealth for their assumed gameplay loops. (Deus Ex, Dishonored, System Shock)

Is stealth an intrinsic element of immersive sims? Can a solid immersive sim be made where stealth is not a viable option?

Or more pointedly, is immersive sim more of a stealth game subgenre than an RPG subgenre?

Tags:
User avatar
Zothique
Posts: 894
Joined: Jun 11, '24

Post by Zothique »

It should be, yes. Ideally immersive sims should have multiple solutions to various problems that one can apply muh problem solving skills to accomplish.

The ultimate immersion sim would take place on a city block where you could burn everything to a crisp, get everyone in the area to become a Islamic terrorist, or just sit around baking cakes all day in a household oven (a house you broke into that is).

The sky is the limit with this shit.
User avatar
1998
Posts: 2847
Joined: Jun 23, '23
Location: Beregost

Adventurer's Guild

Post by 1998 »

For the game to be called an Imm Sim today I would say yes. Weird West was a twin stick shooter with Stealth mechanic, but Colantonio called it an Imm Sim and so did everyone else.
User avatar
Lord of Riva
Posts: 958
Joined: Feb 22, '24

Adventurer's Guild

Post by Lord of Riva »

I don't think it is.

I would turn the issue on it's head: An immersive sim necessitates believable enemy behavior the player must be in a position to react to a situation in multiple ways to solve a problem something a game like serious sam does not have to solve.

Meaning that the sim always contains enemies that are not inherently aware of the player, or rather they need to have a system of perception rather than a script of merely reacting to player presence.

That does not necessitate that "stealth" mechanics must be part of a game, however any immersive sim will be able to played as if it had stealth mechanics if the player so choses.

I still said no, since while it seems system imminent it is not more of a stealth system than it is a system for many other purposes in a game, to make it a stealth game it needs extra steps to make stealth an efficient way of play, however since rudimentary systems must exist that would also be part of any stealth game, it is the easy choice to make.
Last edited by Lord of Riva on December 17th, 2024, 08:52, edited 1 time in total.
User avatar
wndrbr
Turtle
Turtle
Posts: 2554
Joined: Feb 4, '23
Location: Siberia
Gender: Dinosaur

Adventurer's Guild

Post by wndrbr »

While playing a game that's marked as 'immersive sim', i'm performing the various ingame actions that I would've done in real life, and I expect these actions to work. Something that makes sense to do. Things like stacking crates on top of each other to get to a higher place. Or avoiding combat by sneaking past enemies.
User avatar
gerey
Turtle
Turtle
Posts: 2414
Joined: Feb 2, '23

Adventurer's Guild

Post by gerey »

J1M wrote: December 17th, 2024, 06:47
Is stealth an intrinsic element of immersive sims?
I would say no.

At the most basic level the design philosophy that underpins immersive sims is all about allowing players to complete objectives any way they see fit - it doesn't matter how the task is completed, just that it is.

Granted, I can't think of an immersive sim that didn't feature stealth as an option, since it's been a staple of the "genre" since its inception, but neither should stealth be a requirement if it doesn't make sense for the context, character you're playing or the setting of the game.
User avatar
Element
Posts: 1068
Joined: Jul 23, '23

Adventurer's Guild

Post by Element »

The 'sim' part should give the enemies a cone of vision and a proper reaction to hearing sounds that appear out of place. The rest is up to the player.
User avatar
Lord of Riva
Posts: 958
Joined: Feb 22, '24

Adventurer's Guild

Post by Lord of Riva »

Element wrote: December 17th, 2024, 11:28
The 'sim' part should give the enemies a cone of vision and a proper reaction to hearing sounds that appear out of place. The rest is up to the player.
See, thats what I wrote only without writing a book, could have been so easy. :turtle:
User avatar
Norfleet
Posts: 989
Joined: Jun 3, '23

Post by Norfleet »

Well, the opposite of the existence of stealth is omniscience. Omniscient foes that always know where the player is and immediately move to attack him when he activates them is not really immersive, now is it?
User avatar
logincrash
Posts: 2793
Joined: Sep 3, '23
Location: Niger
Contact:

Adventurer's Guild

Post by logincrash »

Does GTA San Andreas count as immersive sim?
User avatar
J1M
Turtle
Turtle
Posts: 2783
Joined: Feb 15, '23

Adventurer's Guild

Post by J1M »

logincrash wrote: December 29th, 2024, 14:08
Does GTA San Andreas count as immersive sim?
Does it have stealth?
User avatar
logincrash
Posts: 2793
Joined: Sep 3, '23
Location: Niger
Contact:

Adventurer's Guild

Post by logincrash »

J1M wrote: December 29th, 2024, 14:16
logincrash wrote: December 29th, 2024, 14:08
Does GTA San Andreas count as immersive sim?
Does it have stealth?
Very rudimentary stealth on foot. There is the police chase system too.
User avatar
Unhelpful Contrarian
Posts: 2564
Joined: Aug 24, '24

Post by Unhelpful Contrarian »

Vergil wrote: December 17th, 2024, 07:27
Immersive Sim isn't a real genre.
I find the naming rather redundant since many games in general want to be Immersive simulation of the real world.
User avatar
J1M
Turtle
Turtle
Posts: 2783
Joined: Feb 15, '23

Adventurer's Guild

Post by J1M »

Unhelpful Contrarian wrote: December 30th, 2024, 08:10
Vergil wrote: December 17th, 2024, 07:27
Immersive Sim isn't a real genre.
I find the naming rather redundant since many games in general want to be Immersive simulation of the real world.
The naming is to differentiate it from other, well-established, genres such as flight sim.
Last edited by J1M on December 31st, 2024, 03:08, edited 1 time in total.
User avatar
rusty_shackleford
Site Admin
Posts: 28961
Joined: Feb 2, '23
Gender: Watermelon
Contact:

Adventurer's Guild

Post by rusty_shackleford »

Better name to describe this specific design philosophy would have been 'emergent simulation' or something.
User avatar
rusty_shackleford
Site Admin
Posts: 28961
Joined: Feb 2, '23
Gender: Watermelon
Contact:

Adventurer's Guild

Post by rusty_shackleford »

I hate stealth in games so much, it's such a retarded mechanic. If anything, it actively ruins immysimmies due to how unimmersive it is to just start crouching and magically become invisible.
The only game I've ever played where stealth isn't stupid is one of the hitman games.
User avatar
Finarfin
Posts: 3382
Joined: May 20, '24
Location: Tirion upon Túna

Adventurer's Guild

Post by Finarfin »

Stealth sucks ass. Especially the whole "Stay in shadows, enemies don't see you" until they do because stealth is broken and shit. Killing guards so they lie around where you killed em but can't move em? Sucks to be you. You can move em? Yeah well, enemies will, for whatever reason, still find them even if they are in some dark corner (of the earth)
User avatar
J1M
Turtle
Turtle
Posts: 2783
Joined: Feb 15, '23

Adventurer's Guild

Post by J1M »

Yes, and Dark Souls is a consolization/dumbing down of the stealth game loop where you sit and wait, observing their hard work until the game designer allows you to press actions.
User avatar
Tangerine
Posts: 1322
Joined: Dec 1, '24

Adventurer's Guild

Post by Tangerine »

Cmdr Shepard wrote: January 3rd, 2025, 18:06
Stealth sucks ass. Especially the whole "Stay in shadows, enemies don't see you" until they do because stealth is broken and shit. Killing guards so they lie around where you killed em but can't move em? Sucks to be you. You can move em? Yeah well, enemies will, for whatever reason, still find them even if they are in some dark corner (of the earth)
I hate that stealth games treat finding a body the same as getting spotted. The whole place goes on alert for a couple of minutes, then the stand-down order happens and everyone goes back to regular patrol routes and pretends nothing happened. Assuming the system worked correctly, if you're sloppy enough to let them find a body, you deserve to deal with high alert for the rest of the mission.
User avatar
Roderick
Posts: 483
Joined: Nov 19, '24

Adventurer's Guild

Post by Roderick »

Deus Ex GOTY_.png
Deus Ex GOTY_.png (1.64 MiB) Viewed 254 times
User avatar
TKVNC
Posts: 1846
Joined: Feb 25, '24

Adventurer's Guild

Post by TKVNC »

J1M wrote: December 17th, 2024, 06:47
The immersive sims that I can vividly recall seem to rely heavily on stealth for their assumed gameplay loops. (Deus Ex, Dishonored, System Shock)

Is stealth an intrinsic element of immersive sims? Can a solid immersive sim be made where stealth is not a viable option?

Or more pointedly, is immersive sim more of a stealth game subgenre than an RPG subgenre?
It is, but it hasn't got to be good; the quality of it can impact immersion, however.

To be immersed, nothing can be prevented that would be a logical choice in a given situation. Likewise, however, nothing illogical can be available.

Without stealth it can't be truly immerisive, but ever present stealth availability can also break the sense of immersion.
rusty_shackleford wrote: December 31st, 2024, 05:02
Better name to describe this specific design philosophy would have been 'emergent simulation' or something.
Nearly a perfect statement, your choices, and consequences, need to emerge from each other, logically.
Last edited by TKVNC on January 3rd, 2025, 21:09, edited 1 time in total.
User avatar
Element
Posts: 1068
Joined: Jul 23, '23

Adventurer's Guild

Post by Element »

Cmdr Shepard wrote: January 3rd, 2025, 18:06
Stealth sucks ass. Especially the whole "Stay in shadows, enemies don't see you" until they do because stealth is broken and shit.
Where did that even happen though? Old stuff like Thief and Splinter Cell had strict linkage between the light indicator in the HUD and the enemy's ability to spot you. Guards had patrol routes so you knew where not to stash the bodies. MGS avoided the whole thing with actual vision cones in the HUD You could move the bodies, too.
User avatar
rusty_shackleford
Site Admin
Posts: 28961
Joined: Feb 2, '23
Gender: Watermelon
Contact:

Adventurer's Guild

Post by rusty_shackleford »

rusty_shackleford wrote: December 31st, 2024, 05:02
Better name to describe this specific design philosophy would have been 'emergent simulation' or something.
adventure simulator
User avatar
Havitner
Posts: 285
Joined: Sep 20, '23

Post by Havitner »

Is video game stealth even realistic in the first place?

Try moving around within 50ft. of someone who is not distracted in a room that doesn't look like a hoarder's apartment and see how long it takes before he hears or sees you.
User avatar
rusty_shackleford
Site Admin
Posts: 28961
Joined: Feb 2, '23
Gender: Watermelon
Contact:

Adventurer's Guild

Post by rusty_shackleford »

Havitner wrote: January 31st, 2025, 10:18
Is video game stealth even realistic in the first place?
only games with reasonable stealth are the hitman games, and perhaps any that use similar 'social stealth' systems
Post Reply