Submissions by aidan.fox6298 tagged stealth

In Security you take on the role of the typical NPC guard, however you're in control, therefore using your knowledge from being the infiltrator in stealth games (Metal Gear Solid, Dishonored) you can prevent any trespassing.

The game will have a main menu in which you can select a contract, this will dictate the difficulty. There is no incentive other than the sake of completion as any money based rewards seem unnecessary – there will be no need for customisation as the game will be played in first person.

The difficulty dictated by the contracts will refer to the complexity of the environment, the skill of the infiltrator and the equipment assigned to you, the guard. In regards to the environment complexity, this takes into account the surrounding props and passages that the player can use to their advantage.

As for the skill of the infiltrator this will depend on their level of stealth, do they hide under a cardboard box like Solid Snake (Metal Gear Solid)? Or perhaps they can close the distance quickly like Corvo (Dishonored)

Some jobs will have multiple stages, in which the player will be sent deeper into the place they're guarding, only if the infiltrator successfully passes them in an earlier stage.

Features:

  • Inspired by the stealth genre, except you take the role of the standard NPC guard
  • Multiple difficulties and stage selection
  • First-person perspective with 3D environment

Intended for PC


Reference Image: GamesRadar Article "How to be a video game guard: A professional guide"

In Cab of Lies you take on the role of a slimy cab driver with the goal to extend the paid journey without the passengers noticing, and raking in the extra fare. The gameplay is part dialogue options and part driving game. In regards to driving, it seeks inspiration from racing games, with car control, but at a much slower pace, because there are laws in place for speeding – and for dialogue situations (conversing with passengers) it will seek inspiration from the Telltale Games series in which the player is somewhat pressured by time to converse with characters.

Methods in which the player can extend the journey consist of circling the block, distracting the passengers with conversation or convincing the passengers of "shortcuts". Despite the multiple methods, all come with a downside depending on the overall difficulty of the scam – high risk, high reward. Circling the block is the worst move for the player to take, as it is the most predictable and weakest scam possible. However for the driver-passenger bond, the player must remain within conversation or convincingly fool the passenger whilst driving – this will be done through multiple response dialogue cues in which the player must pick the most appropriate responses.

In terms of passengers, the awareness of them differs from the easiest (inebriated) to hardest (sober). Another factor to add is multiple passengers, which can either distract each other, or in turn harder to fool as there are more individuals involved. As for score, it is represented by the total fare by the end of the journey, provided the player doesn't get caught by the passenger.

Features:

  • Realistic driving speeds
  • Stealth mechanic in tandem with driving controls
  • Dialogue cues to fool passengers
  • Varying difficulties dependent on passenger's mental state and number of total passengers

Intended for PC, Xbox One and Play Station 4

Alternate title: 'Taxing Taxi'


Reference image: https://www.flickr.com/photos/joeproosen/2910311604/


SasqWatch incorporates the myth of Big Foot, and its ability to hide with little footage of it reaching civilisation. In this game, you take on the role of the Sasquatch, the protector of the forest, and as much as you might hate the humans you swear not to harm them. To keep in line with the story of Big Foot, the core game mechanic is stealth, or at least a stealth requirement when navigating around humans with recording devices.

For the player to fail they will have to be recorded on camera for too long or caught up close – this will fail the mission instantly and doom the player to repeat it. Missions will consist of freeing forest animals from man-made traps and imprisonment.

Features:

  • Take control of a passive entity unable to inflict harm
  • Navigate through the jungle in a stealthy fashion, avoiding humans and their cameras
  • Strict repercussions to failure. Permadeath. Restart mission.
  • 3D environment, allowing to another dimension for stealth and puzzles.

Intended for computer (Steam) and potentially Xbox One and Play Station 4

Side note: This idea is also open to a snow-themed equivalent in which you take on the role of the Yeti, and are surrounded by less obstructions to hide behind – adding an extra degree of difficulty.

Reference image: https://d13yacurqjgara.cloudfront.net/users/285475/screenshots/1206329/sasquath_runningcycle.gif


Mind Heist is a story-driven, action-adventure game in which you take on the role of 'The Sandman' (based off the central and northern European folklore) however you're somewhat of a mercenary or contract thief, hired by people to locate and either erase or steal memories. You get hired by multiple parties under contract and remove unwanted memories from a specific target, and your employer pays you kindly.

As the story progresses, the sandman starts to discover a pattern in contracts. Noticing this pattern, you decide to investigate – someone wants something hidden and they're using you as their scapegoat.

The combat system will involve memory manipulation, which can involve illusions and physical representations – similar to Green Lantern (DC Comics), but for the sake of game development it would only be a set amount of effects. When performing a mind heist however, the player must try keeping apparitions to a minimum as it may disturb the person whose mind is being infiltrated, therefore introducing a stealth aspect.

Features:

  • Immersive story
  • Contract thief/bounty hunter betrayed by employer
  • Dynamic combat involving manipulation of imaginary space
  • Stealth system

Intended for PC, Xbox One and Play Station 4

Inspired by the musical composition of the same name from the movie 'Inception' (The one that goes BWAAAAAAAH!)


Reference image: http://vignette3.wikia.nocookie.net/riseoftheguardians/images/1/11/Sandman.jpg/revision/latest?cb=20121109185958


This game idea seeks inspiration from the fairy tale "Die Wichtelmänner" (Brothers Grimm), commonly known as "The Elves and the Shoemaker" in which a poor shoemaker receives much-needed help from elves.

In Cobbler Collaboration (Cobbler Collab) you take on the role of the helpful elf (fairy/pixie), aiding a fragile, old man whose ability to make and repair footwear is deteriorating with age. Your only objective in this game is to fix the shoes whilst the old man is sleeping, so that his customers will remain happy with the quality and restore the confidence in the old man. However if you fail to fix a shoe to a certain standard, he will either choose to retire by closing the shop for good – or he will be shut down by a third party.

Game Mechanics:

  • Your only job is to fix shoes, but the Cobbler should not know of your existence. Therefore when it hits 10:00pm the old man will depart to go sleep, this gives you eight hours (eight real life minutes) until 6:00am, to fix his shoes for the day, failure to do so will result in a game over
  • As days pass, the old man's ability to make/repair shoes worsens, which in turn makes it harder for you to fix. When his skill falls below a certain threshold, he'll start suffering from insomnia and get up to check on the shoes. This is when stealth is involved or simply putting a pause on fixing, because if you're spotted, then the old man will realise he lacks talent, therefore personally shutting down his shop
  • In regards to shoes, there will be a range of different types and materials, resulting in varying difficulties. Shoe types may include/but are not restricted to: shoes, boots, sandal, clogs and moccasins.

Features:

  • Time pressure (eight minutes per night)
  • Stealth after a certain amount of days
  • Increasing difficulty with each day
  • Scoring based off consecutive days completed

I am currently undecided on which platforms it would be available for, because with third-person, 3-dimensional manoeuvrability and stealth mechanics it would be best for PC, Xbox One and Play Station 4. However this idea could also be well executed in a 2-dimensional fashion for mobile devices (iOS/Android) with more ease in regards to interaction with repairing.


Reference Image: https://www.flickr.com/photos/x-ray_delta_one/4931317900/in/set-72157621991259423/

In this game you play an upstanding citizen and in your spare time you decide to track down litter-bugs. Similar to the premise of L.A. Noire, you first locate a crime scene (in this case litter) and search for clues.

By examining the trash closely you may find it's something used by a niche audience, has the name of the litterer printed on it or hope that DNA is located somewhere on the evidence. Once you feel you've gathered enough evidence from the crime scene, you continue with the investigation and head back to your insanely-spotless apartment.

This is when the boundaries of the justice system become blurry and you as a litter vigilante are above the law. This is when stealth is introduced, as what you choose to do isn't necessarily legal.

  • Break into a lab, to swab and test DNA samples
  • Access government records to connect results toa culprit
  • Check culprit's trash for similar items to the litter, confirming your suspicion

However, being the honourable civilian that you are, you decide not to confront the brutish, uncultured litter-bug face-to-face. Instead you decide to write a sternly worded letter, telling them off as you can't take proper legal action against them – especially considering the irony of the whole situation.

Now you wait for tomorrow when the next case presents itself... or you've been arrested for ignoring a few laws, such as: breaking and entering, impersonating a government agent and sifting through someone's trash.

Game Mechanics:

  1. - Investigate crime scene (observational mini-game)
  2. Gather further information, through the use of government tech (stealth mini-game, puzzle solving)
  3. Locating the culprit and their residence
  4. Mailing a harshly worded letter
  5. New day, new case (rinse and repeat)
  • - Can be scored off consecutive days unnoticed by police

Game Features

  • Random generation (litter, clues, culprit, puzzles)
  • Obscene and ironic story-line
  • Parody of the detective/problem solving genre
  • Litter pun, the highest form of literature (litter-ature, heh)

Source image: http://www.firstaidandsafetyonline.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/M/H/MHSK37_9.jpg



Inspired by the premise of the movie Inception and dreamscapes, Inception: Cat and Mouse is a two-player game in which the "cat" chases the "mouse", however players are not represented as these animals and are instead playing people who can blend easily into a crowd or shapeshift to match an NPC.

As the "mouse", your goal is to hide and jump in or out of people's dreamscapes whilst the "cat" is in pursuit. The mouse can only enter another dreamscape when successfully spotted by the cat and fleeing, however the mouse can leave a dreamscape whenever, as long as the last dream-jump wasn't too recent. As the "cat" your main purpose is to catch the "mouse" before time runs out. For balancing reasons the "cat" will know when the "mouse" has changed dreams and can follow easily.

This idea leads to a large variety of level design that doesn't necessarily abide by the rules of standard physics, much like the movie in which this seeks inspiration from. However, the dreamscapes are vaster in differences and can even have childish tones like the pyro-vision from Team Fortress 2, with rainbows and sparkles.

Game Features:

  • -Basic premise of 'cat and mouse'
  • -Jump in and out of NPC's dreamscapes
  • -Large variety of level design
  • -Time Pressure
  • -Two-player versus

Inception: Cat and Mouse is only a placeholder name, as it blatantly explains both concepts used.


Reference Image: http://www.toptenz.net/wp-content/uploads/2015/02/chrisnolan3.jpeg


also quick mockup I made