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 launched in November 1998.