Far Cry 3 team talks lessons learned from Far Cry 2
Ubisoft talks about the lessons learned from Far Cry 2, and how they've taken those into consideration while making Far Cry 3.
Far Cry 2 was well-liked, but held back by a few common complaints. Ubisoft is hoping to correct that in Far Cry 3, and has talked about some of the lessons it learned from feedback to their previous game.
For example, malaria is something you likely won't have to worry about in the sequel. "I think most people found it frustrating," lead designer Jamie Keen said. "Though some found it interesting because it was the world around them. There are points where we make you do something to pull them along, but we want to make sure we're not contriving situations too much."
Keen also pointed out that you could "get a bit lost" in the vast open world of Far Cry 2. "It's important that it has that sense of exploration, but it needs to be getting towards something," Keen told IGN. "You never want to feel like you're not getting anything back from the world or that you have to wait a while until you get to the next place." He cites the diamonds from FC2 as an example of a game mechanic that had a reward incentive, and points to animals to hunt and money to find as the Far Cry 3 equivalent.
Meanwhile, producer Dan Hay said that the game will let the player have a big impact on the world, but is playing that detail close to the vest. "There are places on the island where - and I can't go too deep into this - once you go in and start to affect that place... Vaas's personality starts to diminish. You're not going to see guys walking around with AK-47s. You'll start to have an appreciable effect on the environment." He says the team has given a name to this system, but he can't say it yet.
Ubisoft has certainly had some time to let the dust settle and look at Far Cry 2 with clear eyes. The game was released back in 2008, so we should see some marked improvement when Far Cry 3 hits in September.
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Steve Watts posted a new article, Far Cry 3 team talks lessons learned from Far Cry 2.
Ubisoft talks about the lessons learned from Far Cry 2, and how they've taken those into consideration while making Far Cry 3.-
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Pretty much. I loved the idea of the game but having to travel from one side of the map to the other ALL THE TIME and having to go through THE SAME GUYS AGAIN AND AGAIN made the game become a grindfest. It got to a point where it was not novel anymore. I'd just speed my jeep past them, ignoring combat completely. There was no sense of accomplishment, in a way.
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Damn quick-save hurt FC2 on PC.
"I have quick save! Why wouldn't I use it? Oh, it kinda breaks the whole safe house mechanic... I'm not going to use quicksave anymore. Oh, just once more. And this time. And again. FUCCCCKKKK!!!!"
Ruined the tension. And yeah, theoretically I could NOT USE IT, but if there were a button on the keyboard that refills your life you could choose not to use that too, but how would you resist? Becomes a fucking meta-game -- how to play the game without willfully breaking it. -
That ruined the game for me, you could wipe out an encampment, drive round the corner, come back, and every single enemy would have respawned. It really got in the way of doing missions and exploring because you would only drive down a road for about 30 seconds before running into a bunch of enemies who you'd have to spend ages fighting before you could continue on your way. You couldn't drive past as they would chase you in jeeps. It ruined what could have been a brilliant game. The respawn time should have been a day or two of in-game time.
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http://www.shacknews.com/article/68735/far-cry-3-revealed-coming?id=26046107#item_26046107
Doesn't sound like they addressed this. -
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The open nature was mostly an illusion - you fought the same encounters (checkpoint, patrol, base) over and over with no need for tactical variation because all you could do is snipe from mid-range. Maybe it was different on Girl Scout difficulty but it was super repetitive for me.
What's the point of an open world if i have to do the same thing 1,000 times.-
I disagree- there were lots of things you could try and several different approaches to most mission locations. And you could go almost anywhere on the map (that wasn't too steeply walled in)- heck, you could even drive lots of places if you were careful!
I took my Wrangler off-road all over the place and the only time you had to watch out was in the deserts during the day (your jeep overheats and you'll die of sunstroke if you don't find shade). The worst that could happen was you got your jeep stuck and had to walk back to the nearest road.-
I had to kill a dude in that adobe village kinda set into a cliff, so I sniped the mortar guy on the roof, and infiltrated successfully to knife the target.. I then exfiltrated, got my jeep, drove right up to the front of the village and mowed everyone down with the .50cal. I didn't have to, but I felt the mission wasn't quite finished.
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