Thursday, 31 January 2013

Splinter Cell references.

Splinter Cell, Xbox, 2001, Ubisoft

Extra features. Behind the scenes.

Building Levels:

"Generally the atmosphere we wanted to create in each map was danger. The object of great level design isn't to make maps that would confuse a player like a maze. Instead we wanted to make the player feel powerful, that means giving them a cool character to play with and the right weapon to use and also giving them the right environment to be a part of. Unlike other games, In Splinter Cell, we wanted the shadow to be a safe territory for the player and bright areas to be the dangerous territory. With small environments we could make the game play much more intense, put the player much closer to the enemies. It let Sam Fisher interact with the light and shadow much more effectively."




Using Light and Shadow:

"Everything in the game world casts a shadow, this means that the player could interact with light and shadow like never before. The can use shadow to hide in and take out enemies by seeing their shadows. We realized that Splinter Cell had a lot of unique elements but we wanted to attract players to the game on a visual basis. We had to get them to pick up the game first before they could discover all the other features."






In the last decade, Video games have changed and evolved in many ways. The continuation of technological development has enabled game designers to achieve realistic and immersive experiences for players. (S.W Hampson, 2012) The most noticeable development is that of graphic capabilities and how they are utilized to bring games to life. Splinter Cell (Ubisoft, 2002) was renowned as the video game which set the benchmark for next generation graphics that used complex and visually stunning lighting effects. (intoxica, 2002) Although there were other games also showcasing strong graphics, Splinter Cell (Ubisoft, 2002) was the first to use lighting as a game play mechanic as well as a visual aesthetic. (IGN, 2003) Using a variety of atmospheric lights, shadows and particle animations, Splinter Cell (Ubisoft, 2002) was able to produce a dynamic and realistic visual. Environments and scenes were illuminated according to the location or mission, which realistically adapted to the different histories or cultures associated with that area. (SplinterCellXbox, 2012) This application of light and shadow brought the game world to life, by producing realistic environments that affected not only the way we see the game, but also the way we play. The core game play mechanic is stealth and this is what influenced the lighting design within the game development. Everything in the game world casts a shadow: From large buildings, small structures or assets and even enemies are identified first through shadow. This lighting method gave players the freedom to interact with light and shadow like never before as they become dependent on it as a visual aid to progress in the game world. (SplinterCellXbox, 2012) Many aspects of the environment were also interactive, whether it's shooting out lights or following the shadow of a moving asset, players are more focused on their surroundings to carve their route to success, which in result made Splinter Cell (Ubisoft, 2002) incredibly immersive. "Instead we wanted to make the player feel powerful, that means giving them a cool character to play with and the right weapon to use and also giving them the right environment to be a part of".(SplinterCellXbox, 2012) This statement highlights the importance of 'power' within the game and how the designers wanted players to feel like they were the most important asset. "Our own mind is the most important piece of equipment in Splinter Cell" (Aaron Boulding, 2002) This also highlights the importance of the player and how they are encouraged to feel like the core of the game play. It also adds a sense of freedom for the player to make their own decisions and utilize the given information as they deem fit in order to proceed. 

It is interesting because traditionally in many aspects of history, darkness represents danger and light represents safety (Anna Franklin, 2002). In Splinter Cell (Ubisoft, 2002), it's entirely the opposite as players are influenced to fear and avoid light at whatever cost. This is because light makes you vulnerable to enemies, easier to see and easier to eliminate. Shadow is used to hide the character from the danger within the game which interestingly turns the player into what we most, the 'unknown', thus generating a sense of power and dominion over foes in the game. "With small environments we could make the game play much more intense, put the player much closer to the enemies. It let Sam Fisher interact with the light and shadow much more effectively."(SplinterCellXbox, 2012) This statement supports my knowledge of how light and shadow is used and manipulated in the core game play mechanic of Splinter Cell. (Ubisoft, 2002)

Making a game in which you have to utilise the environment is an important key for player immersion. Specifically with Splinter Cell (Ubisoft, 2002), giving the player the ability to manipulate light around you and use it to your advantage, really adds that sense of 'control' and power. (SplinterCellXbox, 2012) Being in control of the way you play games actively increases the rate of immersion, as you are more able to act and react on your own instincts, making you the most important factor of the game. (SplinterCellXbox, 2012)




Bibliography:

Ubisoft (2002) Splinter Cell [video game] Microsoft Xbox

Hampson, S. (2012) The Evolution of Video Game Graphics: The Steps That Shaped the Way We Play.. [online] Available at: http://voices.yahoo.com/the-evolution-video-game-graphics-steps-that-11866260.html [Accessed: 5 Feb 2013].

intoxica (2002) The History of Splinter Cell. [online] Available at: N4g.com (2002) The History of Splinter Cell | N4G. [online] Available at: http://n4g.com/news/530086/the-history-of-splinter-cell [Accessed: 5 Feb 2013]. [Accessed: 5 Feb 2013].


IGN (2002) Best of 2002: Graphics - IGN. [online] Available at: http://uk.ign.com/articles/2003/01/14/best-of-2002-graphics [Accessed: 5 Feb 2013].


SplinterCellXbox (2012) Splinter Cell Stealth Action Redefined - Behind The Scenes - Using Light and Shadow. [video online] Available at: http://www.youtube.com/watch?feature=player_embedded&v=CvBRfS8TiCk [Accessed: 4th Feburary 2013].


Boulding, A. (2002) Splinter Cell Review. [online] Available at: http://uk.ign.com/articles/2002/11/18/splinter-cell-review [Accessed: 5 Feb 2013].

SplinterCellXbox (2012) Splinter Cell Stealth Action Redefined - Behind The Scenes - Building Levels. [video online] Available at: http://www.youtube.com/watch?feature=player_embedded&v=oz2UmbpZG50 [Accessed: 4th Feburary 2013].

FRANKLIN, A. (2002). Midsummer: magical celebrations of the summer solstice. St. Paul, Minn, Llewellyn Publications. 




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