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Beyond Far Cry 2: Looking Back, Moving Forward
 
 
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  Beyond Far Cry 2: Looking Back, Moving Forward
by Chris Remo
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January 30, 2009 Article Start Page 1 of 6 Next
 

Narrative designer Patrick Redding and the team behind Far Cry 2 at Ubisoft Montreal have worked for several years to produce a game that operates outside of the strictures of genre -- in fact, to deliver a game that operates outside of the strictures of expectation, period.

With great attention paid to dynamic gameplay systems and expansive design, the game has won plaudits from many progressive-minded gamers, but has not satisfied all audiences.

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Here, Redding looks back at what the team learned over the course of its three-year development cycle, reflects on current industry trends that informed its development and those that will affect development in the future.

As he moves from this project into a new, unnamed and unannounced inheritor to its innovative design at the Ubisoft Montreal studio, Redding takes the time to reflect on what the team truly accomplished.

Far Cry 2 has been out for a couple of months now. How do you feel about it at this point, having completed the cycle?

Patrick Redding: Well, there are obviously lots of mixed emotions on a game that you spent upwards of three years on. There's the weird postpartum depression that comes from having finished the thing and having a hard time believing that you're not actually working on it anymore. I think everyone in the industry has experienced that at some point or another.

Then obviously, we're dealing with the more specific emotional rollercoaster of seeing reactions to it and hearing what people say about it, what they like, what they don't like. Obviously, there's seeing the scores come through in your sales figures -- all that usual stuff that in one moment either validates or crushes your dreams, right? [laughs]

What do you think of the reaction to the game? Compared to most of the big triple-A games that are in the same market category, it seems like there's more of a gap between people who understand what the game's going for and those who don't.

PR: Sure. I think we're coming to grips with the fact that there are a few challenges that a game like Far Cry 2 is up against. One is when you create a game that is ostensibly a first-person shooter, we have to understand that that market encompasses an awful lot of people who are not particularly hardcore. There are guys that are going to get a fifteen-second or ten-minute impression of a game by watching their buddy play it, and say, "Yeah, okay. This looks cool. This is a game I want to try."

And I think that when people hear that you're releasing a first-person shooter, they're kind of thinking in terms of this very accessible type of experience that is going to be at least sort of similar to what they've played if they've played Call of Duty or Half Life 2 or Halo or Gears of War, even.

The reality is that we certainly have struggled with accessibility issues with the game because the openness of it made us take a much more systemic approach, for one thing. But also, it has a rhythm -- the rhythm associated with the game is really different, because of the amount of objective-to-objective movement, and the way the player is invited to use the training, use the landscape as kind of a game ingredient.

And that's not something that most players have necessarily done. But at the same time, there's also the part of the market that's totally fine with that, and is totally anxious to see something that's new and different -- a new wrinkle in the treatment on the first-person shooter.

For them, I think our challenge is to not mislead those people by making them think that what we've given them is some kind of RPG/first-person shooter hybrid. There are folks who kind of compared it to Fallout 3 -- that tendency to view it as a first-person experience that involves a lot of like exploring the world, meeting people, having conversations with them. Players hear things like that.

Managing an inventory.

PR: Exactly. Like resource management. 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.

So, communicating those differences to those different parts of the market is something I think we contended with. That's something that we're still trying to do.

I think the reviewers who had an opportunity to take their time with it -- not just kind of blaze away through the critical path, but got to know the dynamics of the game world -- tended to end up giving us a very positive reaction because they went, "Wow, okay. I understand after a certain amount of time, this thing kind of clicks, and then I understand how to maximize my enjoyment with it."

Obviously, some reviewers have five games they need to get through that week, they're going to try to play it and think, "I'll sit down for a couple of days and play Far Cry 2." And they may be left feeling a little frustrated by it. That's something I think we dealt with. We're learning a lot about how better to communicate.

It's an interesting game in that respect, because the movement of a lot of shooters these days is more of a linear progression, and structuring Far Cry 2 like that would basically make it pointless.

PR: Yeah, I think there's an agreement there with the player, and the player has to be willing to commit themselves to that idea, and that's fine. I don't think there's a problem with that. I think there are players out there that are willing to.

But then the onus is on us to make sure that that commitment is clearly spelled out in advance, right? [laughs] You know, we can't mislead them or make them think, "I can play for fifteen minutes at a time and be fine."

For me, a huge part of the value and quality of the game came out of simply investing myself into the African savanna and just letting interesting things happen as I tried to get the most out of the game's systems. It's not only different to the "play for fifteen minutes at a time," it's basically the opposite of that mentality.

PR: I think a good way to think of it -- or at least the way we thought of it -- is that a lot of what you're describing grew out of necessity, as soon as we realized that we were going to be supporting an open world and having to support a certain amount of exploration and a certain amount of non-linearity.

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.

That's kind of like the base layer of the gameplay experience to a certain extent, because in the absence of anything else, that's what the experience is going to default to. Then, subsequent efforts and other iterations of the game's development were about adding these additional layers of experience on top of that.

So I think players may find that there are circumstances in which some of those other layers have been throttled back a bit and they're experiencing just the basic undistilled physical sense of being in that world.

I think that's something that we executed on well. And I think that it's good to have a strong foundation, right? The game becomes a lot more unpredictable and dynamic, obviously, when these other layers have an influence and an impact on the experience. But they kind of come in and out at different moments in the game, depending on the player's style of play.

 
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Comments

Seth Burnette
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Even going in knowing that Far Cry 2 would play differently it took me a bit to warm up to it. However, I think the risks they took were worth it and I hope more devs take something from it.

As a side note: I think they have you personally to thank in some respects, Chris. In podcasts, blogs and on this site you have single-handedly made sales for them I'm sure.

Mark Harris
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Great interview. It's always nice to see how much effort developers put into THINKING about their games and their systems. I though FC 2 had a lot of charm and under-the-radar innovation. As Seth mentioned, it took me a little while to really get in to it, but I think the experience is worth it. I ended up quite immersed in the game world and the mechanics. Truly the game is a lot of fun. Thanks for posting this, I'm excited to see what project Patrick works on next.

Lorenzo Noir
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My biggest problem with Far Cry 2 had much to do with minor flaws that rendered the game a pain to play. For instance, having to trudge across the map to get to the next mission. Missions never seemed to be anywhere near the point where your last mission ended. Combine that with omniscient AI that seems to reappear after you've already cleared it from the map and it makes traveling to those locations tedious. Each mission seems to relish in sending us on a 5-10 minute trek just to get to the mission! And that's not the most irksome part! There are armed guards and patrols that come at you relentlessly. So by the time you actually get to the mission, you may be running low on ammo, and/or injured and low on health packs. And there is no way to simply jump around to the next mission. Yes, there is a bus you can take to four other points on the map, but those points are usually just as far, since they're positioned near the four corners of the map! Who's the idiot who came up with that concept? Fire him or her at once. For even clearing a guard station will not aid you next time you need to cross that path because the armed guards simply respawn over time.
And the audio was simply horrible. Too many times, enemies sounded like they were standing right next to you when, in fact, they were 30 feet away! Streaming your own music in the game was a disaster because if you decided to travel by boat it would drown out whatever you were listening to.
Fortunately, the realism was great and something that needs to be included in more games; the problem was with the execution. And Malaria was simply a cop-out that simply didn't need to happen. It's like saying here's a huge yard to play in, then realizing you have a chain around your neck that stops you from reaching the fence line. Malaria brings up a number of forced missions that should not need to take place. If you're working on adolescent fantasies, you need to let a character run free, at least for a while. Malaria should be a consequence of poor gameplay, not something your character is saddled with from the start.
Ultimately, I was left with the feeling that Far Cry 2 could have never been made and no one would really miss it. Sure, Ubisoft can make a pretty-looking jungle, but maybe they needed to focus on better gameplay instead of pretty graphics.

Barry Kelly
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Lorenzo - it's odd that you 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.

Casey Thayer
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This interview actually highlights the fundamental tension that ruined the game for me: one one hand, it wants to create a relentlessly authentic and immersive world responsive to whatever style the player adopts. On the other hand, it's ultimately just another you-against-the-world shooting gallery. The "open world" is blatantly and frustratingly artificial. The African warzone for its prettiness is utterly unconvincing, full of combatants who stand around and (to paraphrase Yahtzee) shoot anything you-shaped. The opening sequence hints at some kind of bargaining and perhaps even alliance system, but instead the factions are interchangeable grunts, the missions are repetitive, and of course there are the damned respawning guardposts (see every forum discussion of FC2 on the entire internet).

Artistically the game is a triumph. It looks great and has a unique literary awareness that more games need. I really wanted to like the game. I've tried three times to start fresh, hoping it would somehow click, but still no love. You can, as Barry suggests, improve things by playing more strategically, but having to methodically plan every single same-ish mission over and over again just to bypass guard posts is equally interminable. In fairness, the destinations themselves can be pretty fun, AI quibbles aside.

I'm also interested in the disparity between game's reviews and the community's response. Granted every game has its detractors, but so many players seem to despise FC2 that it's as though they're playing a different game than the reviewers. I wish I'd have gotten Gamespot's copy of the game - it sounds far better than the turd I bought!

Ciro Continisio
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I didn't even know that the game was out :D

Gino Cortesi
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As a gamer, I'm really impressed with Far Cry 2. The map editing is fantastic, and the single player experience is robust.

However IMO it seems a big opportunity was missed for multiplayer, esp on the 360. Why not have cooperative mulitplayer as the emphasis? Instead we have yet another lobby/match system that gets compared to COD4 and Halo3.

I guess I'm confused why games do not aggressively support co-op. Even spectating with voice chat and taking turns at missions would be more unique and interesting than team death match on custom maps.

Bottom line is that I want to play with my friends, and support them, rather than shoot them (although that's a fun diversion too ;).




Frank Lenk
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I don't think it's fair to slice a game up and review the pieces. You have to feel it as a whole... the way you'd approach any other work of art. (Nobody would criticize a Picasso for not being anatomically correct, for example.)

Yes, there are things about Far Cry 2 that could be improved. (In Far Cry 3, I hope!) But I think the interview is right on the money: it's about expectations. FC2 isn't like any other game, and you can't enjoy it the same way you did Doom, or Half-Life, or the original Far Cry. You have to love the driving, and the re-spawning checkpoints. They're not distractions from the game; they ARE the game.

In a way, FC2 has a lot in common with the original Doom - a game that didn't include leveling-up, or even the ability to push a button. Like Doom, FC2 is a no-apologies, balls-to-the-wall shooter. Nothing more, nothing less. And just as Doom created a previously unimagined 3D dungeon world, FC2 creates a truly new open environment. And takes gameplay to that new place.

It's probably fortunate that I had a long chat of my own with Patrick Redding before reviewing FC2 for several publications. So I went in with some understanding of what the Ubisoft team was going for. I loved FC2 almost at once, and I expect to go on loving it for many hundreds of hours. I applaud Ubisoft Montreal for the audacity to try something so different, and for the virtuosity to pull it off so beautifully.

Andrew Heywood
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"I'm also interested in the disparity between game's reviews and the community's response."

It's just the same disparity you'll find with any high-profile title to a greater or lesser extent - ever heard of 'the vocal minority'? When a game gets '9's, people who read reviews, buy the game as a result and enjoy it don't generally feel the need to tell everyone about it. Whereas the incessant moaners and malcontents - and Yahtzee* is indisputedly included in this group - immediately fire up their web browser to complain to the world about all the things they would, of course, have done better.

Bob McIntyre
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"Exactly. Like resource management. 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. "

That's a poor excuse. If you put in a faction system, people who like you should at some point stop trying to murder you. Every single person in Far Cry 2 went after you with unchecked aggression, like demons in DOOM. That's fine if it makes sense, as it does in DOOM. In giving me a faction system, though, you make it immediately not make sense that I am public enemy number one to everyone I encounter.

Andy Keeble
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@Lorenzo and a few others - You just don't get the game. The traversing across the world, armed killers at every corner, things breaking on you and illness kicking in is part and parcel of the game. Without all that it is just a sterile world where you just jump to one mission to the next.

Presumably that's how a lot of people are trying to play the game. To beat it ASAP in as few a sittings as possible and just focus on the main missions. FC2 just can't be played that way.

By the way, you can take the bus that takes you from one corner of the map to another. But this isn't explained. My only complaint is that very few things are explained so people struggle, get frustrated and stop playing what is an excellent game (if you know all that stuff).

For me, FC2 was game of the year.

Also, wasn't Yahtzee's review positive on the whole? He just needs to bitch because that's what brings in people.

Steve Jakab
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"Also, wasn't Yahtzee's review positive on the whole? He just needs to bitch because that's what brings in people."

I think his main complaint was that the South African accent of the main character was horrible. :)

Shawn Yates
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FC2 was a superb game experience and I think it gets a bad rap for having some of those elements Andy mentions in his post above. I don't think "trudging" across the map is a negative element at all in this game, I think it adds a lot of depth and immersion into the game.

J 5
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I think FC2 was an excellent first entry into this relatively new game genre. It was probably one of my favorite games of the year. I'll give a couple critiques that would have raised this from a 3.5 star to a 5 star game in my book.

1) AI shouldn't be 100% beligerant out in the open world. There should be some criteria for AI to view you as a threat such as opening fire on them first, trespassing in a restricted area, or gaining a reputation amongst certain groups or geogrpahical areas. They shouldn't be peddle to the metal all of the time. This would allow for more deception and deceipt on your part when navigating the game world.

2) Geographically speaking, I really didn't like the quantity inaccessible high ground areas on the game map. They really limited movement and made certain parts of the map rather linear. Besides, I would have loved the ability to access those high ground areas in order to scout out an attack or just view the massive expanse. A couple of the demos available early on gave the impression that things would be more "wide open" and less constricted by inaccesible high ground.

3) This plays into point #2 but don't limit the game world to areas accessible by roads. It would have been great to have some portions of the world that were strictly wilderness whether it be jungle or savannah. I guess there was to some degree but it was mostly on the edges of the map.

4) I could have done without the malaria. The weapons jaming was fine, it was a sufficient motivator to upgrade my inventory.

5) The AI spawning at outposts was excessive. If you level an outpost and everyone inside it, it should probably stay that way for atleast 24-72 hours in terms of "game time" if not longer.

6) AI spawns should be more varied. Every once in awhile you come across a guy hoofin it on foot across the open road. I think I only saw it like twice during the whole game. I see no reason not to increase the instances of this provided that you obey point #1 as well. I also see no reason why AI couldn't randomly be camped out or wandering in the wilderness and not just at preset guardposts.

7) This is an re-iteration of point #1, but it was absolutely horrendous when some guy would pass you in a chevette looking car, slam the breaks, and come back at you full speed to kill you. Why does this man in his econo-car hate me so much? What did I ever do to him?


Alex Kaka
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