Below is a list of quotes I gathered from various video and text interviews from the developers of Conviction and BlackList.
If you believe beyond a shadow of a doubt that these guys are not "frustrated at playing a stealth game" then LET THEIR OWN WORDS tell you the truth.
I will not add or subtract from their comments I will simply post word for word how they feel about Sam Fisher and the stealth gaming the fans have come to love before Conviction was released.
"Andréane says- “We’re not using the shadow stealth as a constraint or as an obligation. You don’t have to hide because you might get shot or killed with an automatic game over."
“Our creative director felt that waiting was not empowering. People would tell me you can stay in the shadows, leave your console and come back later and you still won’t get detected (in Chaos Theory)."
"Go and Google Splinter Cell Chaos Theory, and look at the images. You're going to see some images of Sam, he looks as if he could be in the same world as Batman. He's wearing that ****ing wetsuit and he's super-built, and the rain and the goggles, and you look at him and you think he could be in the Batmobile with Batman."-Beland
"Beland doesn't like green night-vision sequences in games and told me that Fisher's goggles aren't used for anything like that; just for sonar scans, which show enemy positions through wall"
“I felt that stealth was getting a bit old,” proclaims Beland. “I want the player to feel like a panther
"creative director Maxime Beland states over a sandwich in a café, “We wanted Splinter Cell: Conviction to be more about action"
"We need to stop making games that are super hardcore," said Beland
"Mechanics like “Last Known Position” and "Mark and Execute" are designed to work for computer AI, not for human players. For example, players can use the “Last Known Position” mechanic to set up flanking positions and ambushes on the computer AI. The same mechanic won’t be as effective on human players."-developer comments
Beland explained to Edge. "Stealth, I think, has always been delivered as very hardcore gameplay."
"Because we're going to have some urban environments, we needed Sam to walk in a ground and not have people go "my god, it's Batman, aaaah". -Beland
Multiplayer designer Patrick Redding told the Major Nelson podcast that "Mark and Execute" and "Last Known Position" are the major pillars of the stealth in this game.
while referencing the Splinter Series before Conviction M.Beland had this to say...
"Every game that is stealth action is approaching you the same way, forcing you to be weak," says Max Béland, the creative director for Conviction.
"We want to make you feel like a predator, not a grandmother," Béland says.
Jade Raymond, Ubisoft Toronto studio boss, has remarked that the series will still focus on action.
Instead of forcing the stealth on the player, where you're seen and the alarm rings and you need to re-try, we're going to do the opposite.- Beland
The more we were talking to gamers and the more we were talking to the internal Ubisoft people, what came out was the fantasy of playing Splinter Cell, the fantasy of light and shadows, the fantasy of gadgets and Sam Fisher, the elite stealth agent. People want to be that guy. But what was coming up all the time was, 'Man, that game's hard. I played the first map and I stopped. It was too difficult.' - Max Beland in interview about the difficulty of stealth in the series before Conviction
Being a grandmother before kind of forced you to be stealth. You need to hide in the shadows because if you're seen, they shoot you and you're dead.
"As I was playing them (The other Splinter Cells), I found them to be a lot frustrating."-developer BlackList (the developer who made this comment is standing to the audiences' left side during the E3 SC:Blacklist demo)