infovore + farcry2   14

Fatalism in Leboa-Sako and Bowa-Seko | Five Players
"Far Cry 2 invites fatalism, pessimism, and near-suicidal tactics because optimism and strategy went on holiday to Leboa-Sako and got murdered just like everything else. Hoping for the best doesn’t work. Being clever doesn’t work. Nothing good will ever happen to you in Far Cry 2′s Africa, and none of your carefully-designed plans will ever bear fruit."
games  writing  farcry2  fatalism 
september 2010 by infovore
SLRC - Specious Living, Reasoning, and Criticism: Permanent Death - The Complete Saga
"After some delay I am now proud to announce that the complete Permanent Death saga is available for download. This definitive PDF version of the story, novel, machinima, whatever you want to call it, is something I am immensely proud of. I feel it eclipses both the scope and quality of anything I’ve ever produced before." It was a lovely endeavour, and still one of my favourite games - certainly of the decade, and perhaps ever.
farcry2  writing  games  benabraham 
december 2009 by infovore
Click Nothing: Live and Let Die
"Ultimately, when I reject narrative techniques in favor of ludic ones, what I am really saying is that I reject traditional authorship. I reject the notion that what I think you will find emotionally engaging and compelling - and then build and deliver to you to consume - is innately superior to what you think is emotionally compelling. By extension, I reject the idea that I can make you feel the loss of a friend in a more compelling way by authoring an irreversible system than you could make yourself feel by playing with a system wherein a friend can be both dead and alive simultaneously and wherein his very existence can be in flux based on your playful whim... This discussion is not about how to make a game more meaningful. It is about how games mean." Yep, I still want to marry Clint Hocking.
games  narrative  choice  farcry2  clinthocking  media  stories 
july 2009 by infovore
Click Nothing: GDC09 - Part 2 - Improvisation presentation materials
Clint Hocking's presentation materials - talk, slides, short mpeg - from his GDC09 lecture, "Fault Tolerance: From Intentionality to Improvisation". It's meaty and weighty and it's really, really, really good, and covers lots of bases and I'll need to read it again. Lots of dense stuff about the balances between Far Cry 2's gameplay systems, designing systems for improvisation, and rebalancing games to what they want to be. My mancrush is not abated, sadly.
gdc  gdc09  talk  presentation  farcry2  gameplay  games  design  balance  systems  improvisation  impro  clinthocking 
april 2009 by infovore
Gamasutra - News - GDC: Clint Hocking On Improvisational Success Through Design Failure
"Mastery is not a prerequisite to improvisational play. The only prerequisite is confidence, and the only prerequisite in making the game is that we do not discourage the player from improvisation by "humiliating" the player." This talk really does sound like it confirms what I already know: Hocking is bang on a lot of money, very self-aware, and I want to give him consensual manhugs. Also, I want him to make more games. Lots more games. Curses at not getting to GDC.
design  games  play  farcry2  clinthocking  gdc09 
march 2009 by infovore
Versus CluClu Land: The Game Made Me Do It
"So perverse as it might sound, I'm going to plead for less choice in video games. It's a paradox: by limiting the player's discretion, you can expand the narrative possibilities of the medium. Coercion can create a kind of emotional heft that you can't achieve within the confines of the empowerment-myth." All true, and FC2 is a fantastic example of this. But: this is just one way of making games. More of this, yes, but don't forget all the other approaches.
games  farcry2  choice  freedom  iroquoispliskin  coercion 
february 2009 by infovore
Game Developers Conference 2009 - "Read Me: Closing the Readability Gap in Immersive Games"
"Current mass-market games present simulations of incredible fidelity. Many of these titles also push genre boundaries and offer new mechanics to players. The problem, argues Ubisoft’s Patrick Redding (FAR CRY 2), is that these two developments are disconnected. Game output appears information-rich, but how much of that information can the player actually use to play better, and how much of it is just there to be spectacular or cinematic?" I would pretty much kill to see this. Gah.
games  information  farcry2  talk  patrickredding  gdc2009  readability 
january 2009 by infovore
Don’t worry, it won’t hurt you. « Groping The Elephant
"For all the talk of immersion and realism it seems gamers still want games that provide for them, that make them the centre of the action, the pivotal agent in the events of the world, the nexus around which everything is focused." And this is one of the big conflicts within games: you have to make the player feel wanted whilst they're playing the game, make them feel the centre of attention, because without them the game is nothing. But at the same time: can you still tell stories that aren't about them? I expand a little in the comment on the blogpost proper.
games  play  narrative  choice  farcry2  attention  fallout3  focus  selfcentered 
january 2009 by infovore
Click Nothing: '...and let slip the blogs of war!'
"I must admit that I would have loved to get this richness of backstory into the actual game itself, but the longer pipeline of game asset development and integration made that impossible." Clint Hocking explaining the background behind the fictional blog for Far Cry 2.
games  clinthocking  blogs  ar  farcry2 
november 2008 by infovore
War Unlimited: A blog by Reuben Oluwagembi
The blog of Reuben Oluwagembi, the fictional journalist you meet in Far Cry 2.
blog  AR  games  farcry2  fiction  narrative 
november 2008 by infovore
Far Cry 2's slow burn | Procedural Dialogue
"Far Cry 2 doesn’t so much attempt to define a memorable experience and effectively communicate it to the player as it does to define a set of rules and an environment in which memorable experiences are likely to happen, letting the player loose in that world." One of my favourite pieces of writing on FC2, if only because it captures the nature of the game so well.
farcry2  criticism  games  emergent  openworld 
november 2008 by infovore
SLRC: Hocking's Masterpiece
"Far Cry 2 is about you and death. Of course every single person you meet wants to kill you. Of course you spend about as much time fighting the environment as other persons. Of course you are clinging to the barest scrap of health and well-being; Even the malaria is trying to kill you."
farcry2  games  criticism  critique  clinthocking 
november 2008 by infovore
GameSetWatch - Opinion: On Far Cry 2's 'Slow Burn'
"...the game tries to define a set of rules and an environment in which memorable experiences are likely to happen, and simply lets the player loose in its world -- a fascinating prospect." This captures a lot of the great things about FC2 well, and in an even-handed manner. The lack of handholding is jarring, but the possibilities it opens up are wonderful. For a tense, hectic, genre, it's interesting to see an entry that's by turns soothing and surreal, amidst the malaria, bushfires, and wholesale slaughter.
games  story  narrative  play  emergence  openworld  farcry2 
october 2008 by infovore
We Make Holes In Teeth: GDC 2008:: Slides for "Do, don't show"
Pat Redding is Narrative Designer on Far Cry 2. This is his presentation from GDC 2008, with full notes. It's very, very good: all about designing story in an open-world environment. Lots of detail. Designers: you need to read this.
games  narrative  storytelling  openworld  sandbox  presentation  gdc  farcry2 
july 2008 by infovore

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