Nothing destroys a well-constructed sense of immersion more completely than failing the exact same stealth sequence hundreds of times over. Unlike with stealth games, stealth missions are often found in games which have not been specifically designed for suck things, as the implementation is poor at best. So when players are forced to comply with an unexpected gameplay shift, it's rarely met with any semblance of joy. The plot device that usually accompanies this mission-type usually involves being imprisoned in an easily-escapable jail cell, stripped of all your weapons and thus having to sneak your way out of whatever scenario you've found yourself in. You will of course be facing an array of guards who were seemingly hired specifically because they lack both peripheral vision and a sense of hearing. Of course this might not always matter as the level design is frequently substandard and broken, meaning that no matter how dumb the NPCs are, you'll still be caught out by some other terribly-executed gameplay mechanic. More irritating though, is the notion that there is no other approach to the scenario, that regardless of how many other routes there could be, you'll have to blindly follow orders and do whatever the game tells you until your out of this purgatorial mess.