Looking Back At Far Cry 2
Gamasutra has an interview with Ubisoft's Patrick Redding about the development of Far Cry 2. He explains his team's reasoning behind some of the decisions they made while trying to innovate in the very well-established first-person shooter genre. Ubisoft is also trying to crowdsource a guide for the game.
"We don't want to be necessarily spoon-feed everything to people, because that gets insulting. It's also tiresome if you're constantly interrupting them to remind them things about that system. I like to learn things through trial and error, and I know a lot of players are like that. But accessibility isn't just about it being easy to pick up the controls. It's also making sure that you're supporting a certain kind of readability, giving the player a certain kind of feedback. Maybe the way to put it is that it might be less a function of the kind of low-level mechanics of the game at the control level, and more about how you're using the output of the game as good feedback for the player, so they at least are clear on the causal link between what they're doing and what's happening."
I'm really curious what the opinions on this game are. If you look on metacritic there is an incredible divide between so-called "professional reviews" and the reader comments - with professional reviews having a far more positive opinion than the readers. That does not often happen, so I'm curious what happened.
So what is the reason? Were the professionals all handsomely paid off? Did some readers just not "get it"? What do other /.'ers think about it?
Things that bug me:
I think you're missing the point here. Getting from one location to the other is a significant part of the game, and greater than 50% of the pleasure of the game from my playing it. And if you're doing that by driving through intersections, you're doing it all wrong. I don't think I shot up more than 10 guard posts in the whole time I played the game.
Here's what I wrote in a comment on TFA:
It's odd that people complain about having to "trudge across the map", because that's actually my favourite part of the game. In my mind, it calls me back to the classic Thief series, still my all-time favourites.
In Far Cry 2, I enjoyed receiving a mission location, then pulling out the map from the box - which I had marked up with known guard locations, safe-houses etc. - and plotting the best way to get from here to there. I'd usually take a bus to the nearest station, then plan to trek to a safe-house and sleep until night. Then, I'd make the final trip to the target, whether by driving around off the roads, or speeding through checkpoints on boat, or sneaking across the rivers and plains unseen.
This strategic dimension, beyond the tactical side of normal FPS combat, is what really hooked me into Far Cry 2. It's easily the best game I've played in some time. I think it's better than Crysis, for example, and waaay better than any of the Half Life 2 series - a series I find terminally boring, linear, predictable and insulting to intelligence.
Quite a few people totally lack the ability to strategize and prefer having a game spoon-feed them all their encounters.
They assume (for some unknown reason) that an encounter that exists is one that must be undertaken when it may be perfectly acceptable to avoid it instead.
- Michael T. Babcock (Yes, I blog)