Triple Click
Triple Click

What's The Deal With: Stealth Games?

June 25, 2026

AI Summary

5 min read

The parking lot of a grocery store at 7 a.m. is an unlikely place to hear the voice of Sylvia Dante from The Sopranos, but that is exactly what happened to one of the hosts of Triple Click. The mere two words “Carmine, what’s the matter with you?” were enough to trigger instant recognition of the exact scene. That moment of deep, almost subconscious familiarity with a piece of media set the stage for a conversation about a different kind of ingrained video game mechanic: stealth.

Why Stealth Is a Weird and Foundational Mechanic

The hosts began by unpacking why stealth is such a strange, yet essential, pillar of game design. As Kirk Hamilton noted, it’s peculiar that “sneaking” became a core verb in games, given that it is not an action like shooting or punching. The key insight is that stealth fundamentally changes the nature of a game world because it introduces a state of awareness for enemies that exists outside of combat. In a standard action game, enemies are often triggered by the player's presence and immediately become hostile. In a stealth game, enemies simply exist in the world, walking around, talking, and living their lives until the player chooses to interact with them. This transforms the game from a series of combat arenas into an “immersive space” where the player has far more options for how to approach a scenario. Jason Schreier added a practical gam

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What you'll learn

  • 1 (07:14) **Introduction to Stealth Games Discussion** - Kirk sets up the episode as an open chat about stealth mechanics after housekeeping.
  • 2 (08:02) **Maddie's Stealth History** - She avoided stealth until Assassin's Creed Origins' one-hit knife kills made it satisfying, but still struggles with patience during waiting sections.
  • 3 (09:23) **Jason's Love for Stealth** - Always enjoyed dedicated stealth games like Dishonored and Metal Gear Solid but reloads on detection and dislikes tacked-on stealth sections in non-stealth titles like Ocarina of Time.
  • 4 (11:12) **Kirk on Stealth as a Mechanic** - Explains how enemy awareness states make games more reactive, immersive, and open-ended compared to pure combat.
  • 5 (13:43) **Why Stealth Exists in Games** - Jason notes it prevents players from being overwhelmed by crowds when controlling a single character.
  • 6 (15:22) **Awareness Tools and Wall Hacks** - Discussion of how games grant visibility (e.g., Batman gadgets) because pure uncertainty often feels unfun.
  • 7 (16:31) **Arkham Games Stealth** - Synthesis of combat and stealth via gadgets, X-ray vision, and heavy enemy counters that force adaptation.

+ Full timestamped outline available in the app

Show Notes

What makes stealth games appealing? What makes them suck? Kirk, Jason, and Maddy talk about their favorite and least favorite aspects of the sneakiest drama, from 007 First Light to Dishonored and much more.

One More Thing:

Kirk: Rush

Maddy: Broomgate: A Curling Scandal

Jason: Gentoo Rescue

LINKS:

Rick Beato’s interview with Anika Nilles, and their performance of “Tom Sawyer” with Rush in LA

An overheard guard conversation in No One Lives Forever, which is much, much longer than the snippet in the episode

Strong Songs Live! July 11, Alberta Rose Theatre in Portland. Livestream Tickets HERE

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