The bottom line
Stealth games took off in 1998 because new 3D and CD technology let Tenchu, Metal Gear Solid and Thief set the genre's rules, and their success inspired imitators. The games that popularise a genre are often not the ones that invented it.
Key takeaways
- Three games in 1998 set the core rules of stealth design that are still used today. 2:34
- Missions start with unaware guards, and you must manage both sight and sound, such as soft leaves versus hard tiles in Thief.
- Guards have a suspicious middle state and give up the hunt if you hide, and tools like the Ki Meter, Soliton radar and Light Gem show whether you are safe.
- New 3D and CD technology made games about hiding from enemies possible. 7:21
- The same tech produced Grand Theft Auto, Parappa the Rapper and Alone in the Dark.
- Thief needed CD quality audio and advanced guard AI, and Kojima returned to Metal Gear only because polygons let him show a hiding player's view from inside a locker.
- Metal Gear 2 already had all of these rules but barely influenced anyone. 8:49
- It had a radar, loud metal grates, suspicious guards, wall knocking and a reset to neutral.
- It ran only on the MSX2 and was released only in Japan, so Looking Glass likely never played it.
- Commercial and critical success then spread these rules across the genre. 10:16
- Splinter Cell was built to rival Metal Gear Solid 2, and its light meter came from Thief.
- Mark of the Ninja turned Thief into a side scroller, and Dishonored is a near spiritual successor that even reuses Garrett's voice actor.
How powerful you are when you are unseen, and how weak you are when you are spotted.
Ken Levine, original designer of Thief
Chapter summaries
0:00 Stealth barely existed before 1998
Before 1998 stealth was a rare side idea, and then three big games arrived in a single year.
- Early games only dabbled in hiding, and almost none followed Metal Gear 2. 0:13
- Sega's 005 had guards with flashlights.
- Castle Wolfenstein had disguises.
- In 005 you wound through a warehouse and avoided the big yellow beams.
- Castle Wolfenstein let you saunter past SS Stormtroopers in disguise.
- The first two Metal Gear games already had vents and cardboard boxes.
1:29 Three games arrive in 1998
| Tenchu | Metal Gear Solid | Thief | |
|---|---|---|---|
| Platform | PlayStation | PlayStation | PC |
| Released 1998 | August | October | November |
| Safety readout | Ki Meter | Soliton radar | Light Gem |
| Instead of fighting | Strike from shadows | Choke out, hide in box | Blackjack knockout |
| Own twist | Grappling hook rooftops | Alert reset countdown | Water and moss arrows |
Tenchu, Metal Gear Solid and Thief each made hiding the main way to play.
- Each game made staying unseen safer than fighting. 1:29
- Tenchu came in August, Metal Gear Solid in October and Thief in November.
- Tenchu casts you as a ninja in pitch black villages who strikes from the shadows.
- Snake can crawl under objects, choke enemies out or hide in a box.
- In Thief you can try to kill, but you will likely die, so you use the blackjack.
2:34 The shared rules, and each game's own twist
Clear feedback and manipulable guards made stealth fair, and each game added its own idea.
- Extra information removes the guesswork about being spotted. 3:58
- Clear feedback stops you from stumbling into detection.
- Tenchu also shows a number for how close the nearest guard is.
- Metal Gear Solid's radar jams when you are spotted.
- Thief guards shout out when they see something suspicious.
- Guards can be steered, and small mistakes are forgiven. 4:30
- The suspicious state lets you recover without triggering a full alert.
- Knock on walls, serve poisoned food or fire noisemaker arrows.
- In Metal Gear Solid, a countdown shows how long to stay hidden before guards reset.
- Resetting means you avoid reloading a save or killing everyone.
- Each game also added its own contribution. 5:29
- Tenchu's grappling hook made rooftops the safe route.
- Its cinematic stealth kills spread to later games.
- The Arkham series uses upper areas to plan moves and hide.
- Metal Gear Solid's radar showed where each enemy's sight could not reach.
6:06 Thief widened the rules
Thief added open levels and tools that let you reshape the space around you.
- Levels offer many routes to the goal. 6:21
- The prize is often a sword, sceptre or jewel in a guarded mansion.
- Hitman and Dishonored share this design.
- The levels are open and interconnected, so no single path is the right one.
- Thief often leaves it to you to choose how much of a mansion to cross.
- You can change the space to suit you. 6:38
- Water arrows put out candles to make darkness.
- Moss arrows make silent tiles.
- Splinter Cell lets you shoot out lights, which is rare in the genre.
- On higher difficulties, Thief forbids killing guards.
- Mark of the Ninja later rewarded non-lethal play.
7:07 Why the genre exploded after 1998
Stealth grew from lesser-known inspirations and one obscure ancestor, then a hit game made everyone copy it.
- Thief drew on a submarine simulator, not on earlier stealth games. 8:12
- Levine took the submarine's power dynamic from Silent Service.
- Sound propagation in Thief was revolutionary at the time.
- Guard AI was a broken, buggy mess until the last few months.
- Levine said this was so the opposite of what shooters were.
- Kojima had finished with Metal Gear before polygons. 9:40
- He wanted to make graphic adventures like Policenauts.
- The NES sequel Snake's Revenge is a different game, and a poor one.
- He said the series was complete until he could do his original idea in real time.
- Hits spread the rules to other studios. 10:16
- Volume is directly influenced by Metal Gear Solid.
- Tenchu's publisher FromSoftware used the series as inspiration for Sekiro.
- FromSoftware, makers of Dark Souls, had planned a new Tenchu game.
- Miyazaki's Sekiro: Shadows Die Twice will feature stealth elements.
- The game that popularises an idea is not always its inventor. 11:19
- Doom did not invent the first-person shooter, yet imitators were called Doom clones.
- The popularising game is just the first one to be really successful.
- Metal Gear 2 may be the grandfather of stealth, but 1998 is remembered as the year it got serious.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Stealth design rests on a handful of conventions that Tenchu, Metal Gear Solid and Thief all established in 1998: a neutral start, clear detection feedback, a suspicious middle state, and guard manipulation. The example that makes it worth watching is Metal Gear 2, which had nearly every one of these ideas years earlier but was never seen outside Japan.
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