- Our more or less final GDC-conducted interview is up on big sister site Gamasutra today, and it's an interestingly detailed chat with Ubisoft's Clint Hocking, quizzing the Splinter Cell supremo about "...his influences, what we can learn from Oblivion, and how to create great games through "different flavors" of player exploration."

Hocking is an provocative thinker, and in the chat, he talks in particular on the advantages of the sandbox: "Spacial exploration isn't mandatory. It's not required in any game. It's a certain play style and a certain type of player who's interested in playing in that way. There are ways to design to support that well and ways to do it badly. I think it's pretty clear which games do it well. Grand Theft Auto, Oblivion, they make players who might not even be that kind of player become interested in the act of self-motivated exploration."

So what makes it worth finding new places in the world? Hocking has an answer: "Well, I talked a lot about exploration games needing to provide ubiquitous, low-value rewards. Oblivion, like I said, does that really well with alchemical ingredients. But what I didn't talk about, and I intentionally left it off to the side, was this idea that one of the things I did in Oblivion was I went to places just to get beautiful panoramas. I went to the highest mountain I could find just to see how far I could see. I went all the way to the sea at the bottom of the world just to see the sunset."

"Literally, I left my controller there and drank a beer while the sun set. There is no reward for that. It was just wanting to see what the game did and how it worked. So there is this other kind of reward which is just the feeling of this openness and seeing how rich the simulation is, which is something you can’t usually do in games."