1998 · Stealth · PC
Thief: The Dark Project was the first stealth game to make avoidance the default successful outcome rather than combat. Garrett, a master thief, moved through medieval city environments listening for guard footsteps, manipulating light sources, and choosing tools — a water arrow to extinguish torches, a rope arrow to climb walls — to avoid detection entirely. Sound propagation was the game's defining mechanic.
Thief was developed by Looking Glass Studios — the studio that had made Ultima Underworld — and used their Dark engine's sound propagation simulation as the game's primary design tool. Guards responded to sounds before they responded to sights: running on stone floors, knocking over objects, or landing from a fall would alert guards in the area. The game's first-person perspective combined with the sound simulation created a stealth game experience that required listening as attentively as watching.
Thief: The Dark Project was developed by Looking Glass Studios in Cambridge, Massachusetts. The game's stealth mechanics grew out of the team's work on sound propagation systems originally developed for Ultima Underworld. The game launched in November 1998.