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."
Basically you drive around a lot and ambushed at every intersection.
That's the whole game, and you also look for diamonds.
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:
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.
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.
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.