Fatalism in Leboa-Sako and Bowa-Seko | Five Players
september 2010 by infovore
"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
december 2009 by infovore
"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
july 2009 by infovore
"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
april 2009 by infovore
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
march 2009 by infovore
"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
february 2009 by infovore
"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"
january 2009 by infovore
"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
january 2009 by infovore
"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!'
november 2008 by infovore
"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
november 2008 by infovore
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
november 2008 by infovore
"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
november 2008 by infovore
"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'
october 2008 by infovore
"...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"
july 2008 by infovore
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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