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Roleplaying in stealth games

Liberal

Barely Literate
Joined
Jan 23, 2009
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Or, actually, just one game series, the famous Thief (Dark Project, Metal Age, Deadly Shadows). The gameplay itself pushes you to take different routes and ways to complete the missions, neither of them being inherently more right or wrong compared to the other. You can play as a

- Shade, leaving as little trace as possible and sneaking past anyone so that nobody ever knows you were there (the most satisfying kind of play to me),

- Assassin, using your stealth to creep up to your opponents and land a swift kill without alerting anyone, or setting traps/making a headshot (needs a lot of patience),

- Burglar, running out of the corners and launching unexpected chaotic attacks at everyone (will probably need a lot of reloads),

- or a Mix of the aforementioned tactics, combining all the skills you have and using them at appropriate moments without shunning any possibility.

Sometimes I feel Thief has more roleplay than either of the Elder Scrolls/D&D games, since your choices actually make a difference, and you can screw yourself up badly if you make the wrong ones, something helpfully removed from the next-gen LRPGs (Lobotomized Role Playing Games).

Now, someone might say "Wait, WTF, Thief only lets you play as a thief, RPGs present a lot of very different classes and whatnot, GTFO!". Yes, true, RPGs are supposed to present you a number of very different professions, but when was the last time the choice of a class made a difference? Eh, eh? There's a big difference between sneaking up to an unsuspecting guard and quickly stabbing him with a sword, distracting him, or merely sneaking past without him ever knowing. There isn't much difference between killing a monster with a sword or a flashy spell. Either is going to make him keep losing HP until he dies.

So there you have it.
 

PrzeSzkoda

Augur
Joined
Jan 27, 2004
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632
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Zork - Poland
Project: Eternity
But imagine a game with Thief's gameplay + character development which could underscore the diffrences in approaches. Something like Deus Ex (sometimes called an arrpeegee, sort of) only more sneaky. Wouldn't that be neat? :cool:
 

Unkillable Cat

LEST WE FORGET
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What you describe as the "Shade" style of play is better known among Thief fans as "ghosting". There are even de facto rules about how to ghost. Don't kill anyone, don't be discovered, don't destroy anything, always play on the hardest difficulty level, etc.

Then of course, there's the EXTREME Thief way.

(Note: Video is very dark.)
 
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Redlands

Arcane
Joined
Mar 23, 2008
Messages
983
What I don't understand is this conflation of "RPGness" and "choice and consequences", with regards to games.

Choice and consequences plays a role in nearly every game genre, with the possible exception of adventure games, and even then it is possible to have some choice and consequences there.

I understand that "choice and consequences" makes a game more interesting and challenging, but saying "ooh, choice and consequences makes it an RPG" is the same as saying "ooh, character stats makes it an RPG".
 

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