Many games these days are driven by choices which players must make in order to progress further. These choices are of vital importance since they indulge the player further into the game’s storyline.
Mainly we see them to be colored in black or white; that is you can either do good or evil. That seems pretty simple, a player with a sane mind will usually act it out in the game as well. But what if your only options are to do bad? What if you will have to suffer the consequences for each given choice?
Maxime Beland, the creative director at Ubisoft has revealed that their game Splinter Cell: Blacklist will not have this. The game will still feature choices but this time they are going to ask players whether to do bad or go for worse.
We love the idea of putting the player in those situations that [real soldiers] are going through. It’s not a question sometimes of doing the right thing or the wrong thing. Sometimes it’s I need to do the wrong or the wrong-er.
What do I do? There’s no good option. So for us, the interrogations are a bit of that. We want to put the player into situations that are like the one we’re showing at E3; the guy just told you everything you needed to know. You’re done. You’re good. You’re Sam Fischer. This guy is finished. Are you going to kill him?
He further pointed out that morality in a game shouldn’t be attached to the gameplay system itself:
If we told you, if you’re the good guy, you’re gonna to get this, and if you’re the bad guy, you’re gonna get that, you’re not thinking ‘what am I doing here?’ In those moments, what I like is when you play them and you talk to your friend about it after, you say ‘I did this.
What do you think?’ That’s the kind of discussion we want. And I think it’s cool to make people reflect on it and hopefully grow as humans a little bit. Because we’ve got some guys everywhere in the world that are making those decisions every day for us.