A Short History of Stealth in MMORPGs and RTSs (and Why Stealth is so Problematic for Riot)
There are almost no stealth genre games, but there are many many action genre games with stealth mechanics. Stealth games were born in action, from which they grow - and still remain.”
--- Sven Bergström, independent game developer
To understand stealth gameplay in League, we’ve got to go back, waaay back. Looking at the history and evolution of stealth games, we can see that RTS games (WarCraft, StarCraft, Command & Conquer, Age of Empires, etc.) grew up alongside Tenchu: Stealth Assassins, Thief: The Dark Project, and Metal Gear Solid (aka the Class of ‘98) as well as MMORPGs.
While the potential for stealth gameplay may have been present in the early RTS games the mindset and playstyle wasn’t really emphasized the same way. The player’s ways of interacting with the FoW and gaining information were usually limited to building structures (to passively dispel the FoW) or creating units to scout for them (not that these units had any particular vision abilities, they simply dispelled the FoW around them passively.)
StarCraft deserves some special mention, as it's an example of what was to come. Certain units within the three factions that could become invisible. The Protoss had some units that were innately ‘cloaked’ (invisible) or could cloak others, the Terrans could upgrade certain units to be cloaked, and the Zerg had units which could burrow into the ground, all of these options rendering them functionally invisible to other players / the enemy AI. There were also a handful of units that acted as ‘Detectors’ that negated the effects of cloaking - i.e. they rendered the invisible units visible. Sound familiar?
StarCraft and WarCraft III eventually gave rise to Defense of the Ancients aka DotA which eventually gave rise to League of Legends. Before League though, there was another game that claimed the title as ‘The Most Played Game In The World’...
http://www.mobygames.com/images/covers/l/216725-world-of-warcraft-macintosh-front-cover.jpg
World of Warcraft was hugely popular in the early-mid 2000’s. One of the character classes, the Rogue, had an ability called Stealth. How did this ability function? It made the Rogue invisible to the enemy players! That’s it. They did not appear on the enemy’s screen. It did this because the game’s systems for stealth gameplay were fairly limited (there was no taking lighting and shadow into account, for example.)
Each player and NPC had a Detection rating that was calculated against the Stealth user’s Subtlety rating. This determined the range at which a Stealth'ed target faded into view. A character’s chances of Detection were much, much higher in the direction they were facing, which encouraged the Stealth user to approach from behind, actually creating a semblance of stealth gameplay. This was somewhat counteracted by the games free-rotating camera and 3rd person perspective but it’s an interesting system, IMO.
However, what WoW did was popularize the use of the word ‘stealthed’ - this past participle form of the word that is new to the English language. ‘Stealthed’ is not a real word in the dictionary. You can be stealthy, use stealth, behave stealthily, etcetera, but the word ‘stealthed’ is gamerspeak for the status state of invisibility.
WoW solidified a trend that had been set by the earliest MMORPGs - using the word stealth to refer to on demand invisibility, especially in PvP environments. These games did not have the systems in place to truly support stealth gameplay, so they simply rendered the player character invisible to enemies and partially transparent to the player. It gets worse, much worse. Most MMORPGs before, and practically every MMORPG after WoW, have incorporated stealth as a stat check (which is not unexpected given that MMORPGs have roots in pen-and-paper RPGs.) They simply compared values to determine whether or not the PC was rendered visible to the mob. Some, like WoW, would also include other variables like the direction a particular mob is facing in when making the calculation, but this is in stark contrast to games like Thief: The Dark Project, which had multiple systems all supporting the player’s use of stealth to accomplish the mission objectives, including the audio system, the lighting system, model collision, and AI that recognized changes in the environment and went through several stages of alertness.
This same limited definition and use of the word stealth seen in MMORPGs influenced the design and production of League, because the people making League were heavily influenced by those games: Zileas & Ghostcrawler worked at Blizzard on WoW; Pendragon was closely tied to the DotA Allstars community; Ezreal played DotA Allstars fanatically; Guinsoo helped develop DotA Allstars and played WoW; Morello worked on Guild Wars I & II; Volty played several unspecified MMORPGs; Lyte & Geeves played EverQuest and were in the same guild together; Coronach played EverQuest and WoW; I’m sure the list goes on and on… I’d be surprised if there was a Riot employee who hadn’t played an MMORPG at some point in their life.
I’m not knocking or hating any of these guys, don’t misunderstand me, I think they’ve made an amazing game. The point I’m trying to make is that they are mostly MMORPG players, and were exposed to the idea of stealth through those games, and not the classic stealth games like Thief, Tenchu Stealth Assassins, Metal Gear, Dishonored, Hitman, etc. etc.
So it makes sense that when they think of stealth in their game (i.e. League) that they conflate it with the binary stat-check on demand invisibility of the kind we’ve seen in the MMORPGs. As I’ve tried to explain, stealth and invisibility are not synonymous, and Riot must realize this so that they can properly support stealth gameplay in League.
This was originally part of my Mega-Post on Stealth & Vision in League