IndustryGamers recently conducted an in-depth interview with Splinter Cell Conviction creative director Max Beland about the evolution of the franchise and Sam Fisher and what he's doing differently with this fifth iteration of the popular stealth series. One thing that's of critical importance not only to Splinter Cell, but all games, is the accessibility factor. Beland argues that games today are often made too much with the hardcore in mind.
"I think it's a subject that is very touchy right now because as an industry we want to grow. We need to stop making games that are super hardcore," he commented. "But we're afraid because we don't want to lose the hardcore people! At the same time, it's a challenge because the journalists – the people that rank us – are usually hardcore. So it's a real challenge to find a balance and make your game [appealing to all]. I don't like the word accessible because it makes it sound like you're dumbing down your game. But to me, Call of Duty is very accessible. So yes, it is something we want to do – I'd love for 10 million, 60 million people to play the games we make."
Beland continued, "It's something that I think every developer is attacking. And it's simple; we want to grow. I think different games are trying different things. I mean, look at Assassin’s Creed and all the free running. It doesn't have a jump button, which is kind of fu**ed up. I worked on it for one year, and there were a lot of discussions. It was like, 'Wow, are we really going to make a game where one of the main features is free running and there's no jump button?' But we found a way to make it work... I think the free running in that game is a good example of a well implemented feature that adds to accessibility. And for us, Mark and Execute in Conviction is a bit of the same thing. Usually in shooters, after you shoot the first guy you need to turn the camera, and maybe the next enemy starts moving, and so hitting the second guy is a lot harder. And the third guy is already taking cover and shooting back at you. So with Mark and Execute it's not about shooting anymore; it's about being tactical and planning your attack... and then you get some cool animations."
Be sure to check out the full interview for more of Beland's comments on Splinter Cell, some unique motion control Natal ideas, and morality and social responsibility in games.

