Monday, September 7, 2009

Splinter Cell - Conviction

Ubisoft is currently developing Splinter Cell: Conviction, the next iteration of their popular stealth action series for the Xbox 360. Splinter Cell and Metal Gear Solid are two of the most popular stealth action series in this generation of consoles, so it is natural that when Splinter Cell: Conviction comes out, it will be compared to Metal Gear Solid 4: Guns of the Patriots. Metal Gear Solid 4 is infamous for its use of cut-scenes to progress the story, and Ubisoft is trying to create a user interface that is more interactive in order to set themselves apart from MGS4.

Cut-scenes are commonly used to progress story in videogames because they give the developers full control over what is presented to the player. While it is a useful way to present information to the player because developers can shape the experience exactly how they would like, it is also a source of criticism because it takes away the interactivity that separates games from movies. MGS4 was praised for having some of the most impressive, cinematic cut-scenes in videogame history, but it was also criticized for forcing players spend hours without control over the characters if they wanted to enjoy the full story. Ubisoft is seeking to design a new way to move the storyline forward and display objectives while keeping the experience fluid and interactive.



In Splinter Cell: Conviction, both objectives and scenes such as flashbacks are projected onto flat surfaces like walls, ceilings and floors in real time so they can be viewed while the player is still controlling the main character. Additionally, they are attempting to only use smooth transitions from one camera angle to the next and never cut straight from one angle to another in order to keep the experience fluid. This can be seen in the E3 demo (above) shown this summer. While it could potentially turn out to be too overwhelming, too difficult to see and read, or prevent the digital world from feeling real enough, if the design pans out it could make for an immersive, interactive game that is stylish yet still gives the player enough control to make them always feel like they are a part of the game.

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