@LuckyBide I completely agree and think those ideas are great. Listening to conversations and having player decisions affect the world are two things that Deus Ex and Dishonored have been doing for the better part of the decade, but unfortunately, Splinter Cell has not kept up with them these past two installments. Ubisoft has instead opted to compete for the COD crowd, when it should be competing with Deus Ex and Dishonored.
And Splinter Cell has the potential to top those two games, since player decisions in a Splinter Cell game could affect the game world on a geopolitical scale if implemented correctly. Side objectives could also have a larger effect on the narrative. One example of how this could work is to carry out a side objective to assist another agency or foreign Ally, and the player can have the opportunity to cash in on a favor later in the game, whether it be Intel, equipment, an additional extraction opportunity in a mission, a side mission, etc. I've suggested before fleshing out the HVT concept from Blacklist so that the player can choose to turn them over to the CIA in return for assistance, or keep the Target on the Paladin and either interrogate them for Intel, or turn them into an asset, send them back where they came from, and have them spy or influence an enemy faction or government for the US.
This could tie into the story by having the main narrative, say, a situation involving an empty quiver, increase global tensions between enemy and allied countries alike. Side missions or side objectives could be part of a secondary arc of trying to either ease the tensions in a peaceful and diplomatic way, or manipulate the geopolitical situation to the advantage of the US and its allies.
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