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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."

6 of 138 comments (clear)

  1. Far Cry 2 sucks by Anonymous Coward · · Score: 5, Insightful

    Basically you drive around a lot and ambushed at every intersection.

    That's the whole game, and you also look for diamonds.

  2. This. Game. Sucks. by PontifexPrimus · · Score: 5, Insightful
    Does the interviewer take the designer's cock out his mouth at any time during the interview?
    I only managed to read the first few pages, then I had enough of the fawning, adulating questions like "How did you manage to make this game so awesome, when other games currently on the market are so much worse? Is it because you are so incredibly innovative, because you had so many great ideas, or is it just because this game cures cancer by being in the same room with it?"
    I played Far Cry 2, and apart from pointing everyone I know at the Zero Punctuation review of the game, I have a whole litany of criticisms and bad design choices:
    • Your character is sick. No, that's not "sick" as in "phat", "sick" as in "has a medical condition that will not allow him to jog for more than 20 meters without collapsing". In a game that spans several in-game square kilometers that makes walking on foot from one place to another a torturous exercise; but hey, there are vehicles, aren't there?
    • The vehicles suck. They are usually about as bullet-resistant as wet kleenex and have about as much durability; on the other hand they explode into giant fireballs when their lifebar is depleted. Which is incredibly realistic. Because vehicles always do that in real life.
      But it wouldn't be so bad if at least not EVERY FUCKING PERSON ON THE WHOLE PLANET hated your guts and went into murderous overdrive each time they caught sight of a pixel of you; which brings me to the enemies.
    • The enemies are incredibly annoying. And I know that a FPS needs enemies that harass the player, and I can accept that - but here it is getting ridiculous. Every time you pass through the dense, dimly-lit jungle and any of the faction catches sight of you they will catch your scent AND THEY WILL NOT LET UP UNTIL YOU HAVE GUNNED EVERY LAST FUCKING ONE OF THEM DOWN! I mean, seriously, let's talk realism, since that seems to be the great selling point: imagine you're a member of the Imaginistani Militia, posted in the deep forest, told to keep an eye out for your mortal enemy, the Imaginistani Rangers. You spy a single person creeping through the jungle, trying to bypass your guard post without being noticed. So now you sound a general alarm, alert every patrol in a two-mile-radius, call in reinforcements on the radio, tag that creeping guy with a giant "please shoot me" neon sign, grab your wapon and go with every other person in that outpost on a single-minded suicide mission trying to KILL THAT ONE GUY whatever the cost, leaving the guard post... unguarded? Does that sound realistic?
    • But there is worse stuff. Much, much worse. For one thing, there is the map system. Instead of using an (unrealistic, game-y) map on some techno gizmo or overlaid on the screen in a corner, this game's hero has a... *drumroll* clipboard. Yep, a clipboard. With a magical printed map on it which scrolls as you move and has little symbols for the enemies! (Oh, and those little arrows sometimes wander over the fingers of your guy holding the map. Quality Programming!)
      And because the clipboard is opaque you have a situation not unlike the latest Doom game: you can either see what you're shooting at or where you're going, but not both. Not to mention that, as soon as you use the ineffectual "sprint" mode, the character moves his arms at his sides and takes the map out of the viewfield, making it impossible to see where exactly you are trying to sprint to! Man, I can't tell you how often I had looked at automaps or HUDs in other games and thought how they were much too convenient and useful!

    This game sucks, and the designer should IMHO spend as least five of the six pages of an interview apologizing for that giant piece of crap that is Far Cry 2...

    --
    -- Language is a virus from outer space.
    1. Re:This. Game. Sucks. by Shadow+of+Eternity · · Score: 5, Insightful

      Some that people keep missing:

      1. Massive viewsway, no option to remove it.
      2. The oh so special "fire" doesn't light anything up
      3. Ass-odd FOV like hl2's singleplayer that makes many people very motion-sick (hint: there's a reason hl2 multiplayer games have an fov of 90 instead of 75).
      4. Yet another chop-it-off approach to widescreen

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    2. Re:This. Game. Sucks. by scalarscience · · Score: 5, Interesting
      I preordered it on Steam and am forcing myself to complete it so it's not a total waste of money (it is pretty after all with a modern gpu), but find myself cursing "Grand Theft Africa" as I watch the hours slide by and little progress being made (or apparently going from 18% to 50% completion yields....the same thing that I faced at 10% completion, just with more weapons available?)

      Things that bug me:
      1. In firefights having to wait for one of the (how many are there again?) *ultra-realistic* 'healing animations' that are so incredibly immersive, and yet horribly repetitive seems to me one of two sources of difficulty in this game! I know that I can sprint for cover to dig the bullet out real quick, but while taking on an airfield of badguys I can either go 'stealth' and quickload if my cover is blown too early, or face the facts: the inability to actually 'heal' when being sprayed with random AI fire in a firefight is one of 2 things the difficulty setting actually affects. Even on the 'Notorious' setting (or whatever the highest is) the enemy AI isn't very difficult to take on aside from these 2 points. But having to 'heal' yourself, what a challenge!
      2. The other is apparently a 'kamikaze' sensitivity setting, which makes AI drive like tron cycles beelining it straight for me anytime I'm in view and there's a vehicle on hand for them. Turn difficulty down, they take longer to get to the cars but seem to take the same amount of damage and use the same poor tactics against me. Turn difficulty up, yay for suicidal driving! Of course if I can sidestep the car/truck in time taking them down as they exit the vehicle is pretty simple (they are suicidal after all) but that's assuming there isn't a mounted gun. They seem oblivious to the fact that when *I* use the same top-mounted guns they overheat and catch on fire before I can take down 2-3 bad guys. For them it seems to have infinite amounts of wear & tear as well as ammo...
      3. (ok there's more) Its not just them mowing me down or hitting my car with small arms fire, the need to constantly repair your vehicle due to suicidal AI driving is annoying as well. I can shoot their vehicles with a top mounted machine gun, and my gun catches fire before their vehicle is even smoking. Yet small arms fire from them apparently renders my vehicle inoperable within seconds, assuming they didn't sideswipe me at 75kph while I was trying to exit my vehicle.
      4. Lastly, the save system. PC users get the 'concession' of being able to save without going to a 'safe house', but quicksave will litter your save dir with HUNDREDS of save-games, rendering any attempt to view your save/load game screens an exercise in how to make a nice healthy pot of coffee...
  3. Not as special a game as he thinks it is. by PaganRitual · · Score: 5, Insightful

    From Page 1 :

    What you're describing, that sense of being in the environment and letting the environment kind of drive the experience, is a function of us building that foundation. We needed to build an infrastructure, a framework for supporting the player moving around the world kind of at his own will and using whatever resources he wants -- whether it's vehicles, boats, on foot, or what have you.

    What the hell game is he talking about? The travel system they've implemented somehow creates all these magical stories out of nowhere?. The environment is basically empty outside of about three different types of checkpoints and maybe two types of safe houses. And nothing ever happens in the game without your influence. And even then, you don't actually have influence, basically you turn up somewhere, and people shoot at you. You run into people in cars who shoot before even getting a chance to identify you, or, you approach a checkpoint, and you will get shot at by before they even get a chance to identify you. All the main missions involve shooting guys that are in between you and the other thing you have to shoot, and every single assassination mission and gun running mission, which are the only two types of side mission, are the same. You shoot a truck or a person, either of which are running tight circles. It would have been interesting to see this endless repetition and respawning addressed.

    They hear there are factions in the game -- that immediately implies a different kind of dynamic, right? They're like, "Oh, why is everyone shooting at me?" [laughs] Well, it's still a first-person shooter.

    As if somehow the two are mutually exclusive? The reason that people question this is because yes, the inclusion of factions does imply a different kind of dynamic. But it's completely ignored; in every. fucking. mission. you are told that you are working on the sly and that even the guys who you are working "with" will shoot you because they don't know you. But it's all a moot point, because for the vast majority of the game YOU ARE THE ONLY PERSON THAT ANYONE EVER SHOOTS AT. There are factions? You could have fooled me, I've never seen two people from opposing factions run into each other and start a fire fight. I've never seen someone from faction A approach a checkpoint of faction B and get shot at. I find it hard to believe there is even faction related code in the game so far. Either that or no faction member has ever encountered It's given lip service in the intro, and mentioned by the mission descriptions, which are little more than first person, in engine cut-scenes.

    I like to question some design elements. Why can't I run while reloading? Or at least interrupt the reload by running so I can reload again when safer. Why can't you interrupt the animation to yank out a bullet? The most frustrating way to die is to stand stock still and start pulling out a bullet only to realize you aren't quite as covered as you thought and then hammering everything trying to move away to cover.

    In early discussions the game was touted as being in specific development for PC. Yet while you can save anywhere in the PC version, the little save boxes that are console-specific are still there. The field of view was the console style nose-against-the-screen crap that makes it hard to play for PC snobs. There was no out of the box widescreen support, why is this still happenning? Why does the game have a seemingly endless supply of mercenaries that are restocked magically every 5 minutes, yet approximately 14 zebras for the entire world? Did they ever consider implementing dangerous animals? Anything at all interesting outside of empty savannah?

    He is right though, the game is a first person shooter. Of the most generic kind. It's just that they spread the limited variation of the design incredibly lightly over a large, primarily empty game, gave the impression that it was going to be an interesting adventure, and then made every one simply shoot at you.
     
      It's a Far Cry from a classic (boom tish), and given the brilliance of the first game (ending area of that game aside), it honestly didn't deserve the Far Cry name.

    1. Re:Not as special a game as he thinks it is. by elrous0 · · Score: 5, Funny

      In all fairness, there are factions--two of them. The first one consists of you. The second one consists of EVERYONE ELSE IN THE FUCKING GAME!

      --
      SJW: Someone who has run out of real oppression, and has to fake it.