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Visibility Meter
- 72 statements
- 13 feature instances
- 12 referencing feature instances
Visibility Meter | type |
FeatureClass | |
Visibility Meter | label |
Visibility Meter | |
Visibility Meter | page |
VisibilityMeter | |
Visibility Meter | comment |
A Video Game Interface Element found mainly in Stealth-Based Games and Role-Playing Games that offer stealth as a possible venue: a graphical indicator how well-hidden from the enemies the Player Character currently is. Can range from realistic, possibly even diegetic, measuring things like the surrounding's illumination level and how much noise you make, to outright magical, telling you exactly what's going on in the enemies' heads (that is, whether they actually notice you or not). Alternatively, it can be a temporary fixture added to the interface for a single Stealth-Based Mission. See also Wanted Meter, which shows how much the law enforcement wants to find you. Examples |
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Visibility Meter | fetched |
2023-10-07T21:31:45Z | |
Visibility Meter | parsed |
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Visibility Meter | isPartOf |
DBTropes | |
Visibility Meter / int_12381dc | type |
Visibility Meter | |
Visibility Meter / int_12381dc | comment |
Divinity: Original Sin II: While the player character is in sneak mode, neutral and enemy characters' fields of vision are shown as red cones, even if the character themself isn't yet visible to the player. Stealth is broken when the PC moves into a sight cone while not invisible. | |
Visibility Meter / int_12381dc | featureApplicability |
1.0 | |
Visibility Meter / int_12381dc | featureConfidence |
1.0 | |
Divinity: Original Sin II (Video Game) | hasFeature |
Visibility Meter / int_12381dc | |
Visibility Meter / int_223c2a48 | type |
Visibility Meter | |
Visibility Meter / int_223c2a48 | comment |
The Legend of Zelda: Breath of the Wild has an Audibility Meter that serves the same purpose. Many enemies are just as receptive to nearby sounds as much as Link keeping out of cover, so there's always a noise meter in the bottom-right corner displaying how much sound he's making while moving around. Any time he does anything to dampen his ambient output (such as equipping items that create less noise or being buffed with stealth elixirs), it will be reflected in the meter to let players know that they have more room for error. | |
Visibility Meter / int_223c2a48 | featureApplicability |
1.0 | |
Visibility Meter / int_223c2a48 | featureConfidence |
1.0 | |
The Legend of Zelda: Breath of the Wild (Video Game) | hasFeature |
Visibility Meter / int_223c2a48 | |
Visibility Meter / int_2930d0c5 | type |
Visibility Meter | |
Visibility Meter / int_2930d0c5 | comment |
In most parts of the Battlefield 4 single player campaign, enemies aren't aware the player is infiltrating them. However, as he exposes himself, a small white arc with a sound effect starts fading in and expanding, relative to the enemy's position. The sound effect abruptly stops and the indicator gains a solid color style (alongisde a small horizontal stretch) as enemies rally from all places and start firing at the player. Depending on the cover and the enemy's difficulty level (affecting his detection / reaction ability), the cue might appear faster, and can turn into "you're found out" mode all of a sudden. | |
Visibility Meter / int_2930d0c5 | featureApplicability |
1.0 | |
Visibility Meter / int_2930d0c5 | featureConfidence |
1.0 | |
Battlefield 4 (Video Game) | hasFeature |
Visibility Meter / int_2930d0c5 | |
Visibility Meter / int_43f52aa9 | type |
Visibility Meter | |
Visibility Meter / int_43f52aa9 | comment |
Both The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim make use of an eye symbol that replaces your aiming crosshair at the center of the screen when you go into stealth mode, which opens wider the more attention you have drawn from enemies and other creatures. When the eye is fully open, you have been detected. Stealth is crucial for those who play thieves (who steal from others) and assassins (who kill people from stealth). | |
Visibility Meter / int_43f52aa9 | featureApplicability |
1.0 | |
Visibility Meter / int_43f52aa9 | featureConfidence |
1.0 | |
The Elder Scrolls IV: Oblivion (Video Game) | hasFeature |
Visibility Meter / int_43f52aa9 | |
Visibility Meter / int_4c213722 | type |
Visibility Meter | |
Visibility Meter / int_4c213722 | comment |
Sam Fisher in Splinter Cell has a "stealth meter": a slider that shows how exposed he currently is. Justified by the fact that the stealth meter is one of Sam's in-universe gadgets connected to dozens of light sensors sewn into his stealth suit that dynamically measure the illumination around him. in Chaos Theory the meter is expanded to include the amount of sound Sam is making against the ambient noise of the environment. | |
Visibility Meter / int_4c213722 | featureApplicability |
1.0 | |
Visibility Meter / int_4c213722 | featureConfidence |
1.0 | |
Splinter Cell (Video Game) | hasFeature |
Visibility Meter / int_4c213722 | |
Visibility Meter / int_662d5d1f | type |
Visibility Meter | |
Visibility Meter / int_662d5d1f | comment |
Watch_Dogs 2 has this as well, as when inside a restricted area and in someone's line of sight. The more Marcus stays exposed, the more the indicator grows, then it blinks and induces a cover status change, signaling Marcus has been busted. More often than not, enemies are scattered as individuals who can be easily taken out one by one, keeping the situation under control. | |
Visibility Meter / int_662d5d1f | featureApplicability |
1.0 | |
Visibility Meter / int_662d5d1f | featureConfidence |
1.0 | |
Watch_Dogs 2 (Video Game) | hasFeature |
Visibility Meter / int_662d5d1f | |
Visibility Meter / int_72a1ac51 | type |
Visibility Meter | |
Visibility Meter / int_72a1ac51 | comment |
One mission in Grand Theft Auto: San Andreas has you tail a reporter, with a Spook-O-Meter that goes up if you get too close. If too high, the reporter runs off and the mission fails. | |
Visibility Meter / int_72a1ac51 | featureApplicability |
1.0 | |
Visibility Meter / int_72a1ac51 | featureConfidence |
1.0 | |
Grand Theft Auto: San Andreas (Video Game) | hasFeature |
Visibility Meter / int_72a1ac51 | |
Visibility Meter / int_7f9dbbcd | type |
Visibility Meter | |
Visibility Meter / int_7f9dbbcd | comment |
Far Cry 3 has an onscreen indicator showing when an enemy spots you, how well they can see you, and which direction they are seeing you from. This carries over to Far Cry 3: Blood Dragon. | |
Visibility Meter / int_7f9dbbcd | featureApplicability |
1.0 | |
Visibility Meter / int_7f9dbbcd | featureConfidence |
1.0 | |
Far Cry 3 (Video Game) | hasFeature |
Visibility Meter / int_7f9dbbcd | |
Visibility Meter / int_95bd5a8e | type |
Visibility Meter | |
Visibility Meter / int_95bd5a8e | comment |
Dishonored displays an enemy's awareness of your presence with an icon. When the icon turns fully white, the enemy will go on alert. When the icon turns red, it means you've been spotted. | |
Visibility Meter / int_95bd5a8e | featureApplicability |
1.0 | |
Visibility Meter / int_95bd5a8e | featureConfidence |
1.0 | |
Dishonored (Video Game) | hasFeature |
Visibility Meter / int_95bd5a8e | |
Visibility Meter / int_9e18dcc0 | type |
Visibility Meter | |
Visibility Meter / int_9e18dcc0 | comment |
3D Monster Maze: You will receive different warnings depending on how close Rex is to you. From farthest to closest: "REX LIES IN WAIT", "HE IS HUNTING FOR YOU", "FOOTSTEPS APPROACHING", "REX HAS SEEN YOU" and "RUN HE IS BESIDE/BEHIND YOU". Notable for being possibly the very first instance of this trope, ever. | |
Visibility Meter / int_9e18dcc0 | featureApplicability |
1.0 | |
Visibility Meter / int_9e18dcc0 | featureConfidence |
1.0 | |
3D Monster Maze (Video Game) | hasFeature |
Visibility Meter / int_9e18dcc0 | |
Visibility Meter / int_bf42e29d | type |
Visibility Meter | |
Visibility Meter / int_bf42e29d | comment |
In Hitman (2016) when Agent 47 is trespassing, or performs other illegal tasks, a small arrow will appear around him to point on a person that might spot you. The arrow will become bigger and more oppaque the more likely the person is to spot you. If you are spotted you get a notification and the arrows disappear. | |
Visibility Meter / int_bf42e29d | featureApplicability |
1.0 | |
Visibility Meter / int_bf42e29d | featureConfidence |
1.0 | |
Hitman (2016) (Video Game) | hasFeature |
Visibility Meter / int_bf42e29d | |
Visibility Meter / int_d5c2a7a3 | type |
Visibility Meter | |
Visibility Meter / int_d5c2a7a3 | comment |
The Thief games feature the Light Gem, shown on the bottom of the screen to tell how visible Garret is. When Garret sits still and hides in darkness, the gem turns dark and he is as well-hidden as it gets; when he stands up, starts moving or breaks cover, it turns bright yellow which means he can get caught. In Deadly Shadows it also functions as a compass, which was a separate item in the previous games. | |
Visibility Meter / int_d5c2a7a3 | featureApplicability |
1.0 | |
Visibility Meter / int_d5c2a7a3 | featureConfidence |
1.0 | |
Thief (Video Game) | hasFeature |
Visibility Meter / int_d5c2a7a3 | |
Visibility Meter / int_e71a54d8 | type |
Visibility Meter | |
Visibility Meter / int_e71a54d8 | comment |
Mr. Hopp's Playhouse: You have one labeled "Status", which can go from "Hidden" (green) to "Visible" (yellow) to "Danger" (red) depending on where you are and how much noise you make. As of Mr. Hopp's Playhouse 2, this has been upgraded to an actual volume meter that will either increase or decrease depending on how much noise you make. | |
Visibility Meter / int_e71a54d8 | featureApplicability |
1.0 | |
Visibility Meter / int_e71a54d8 | featureConfidence |
1.0 | |
Mr. Hopp's Playhouse (Video Game) | hasFeature |
Visibility Meter / int_e71a54d8 |
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