The Genius of Far Cry 2

The Penny Arcade Report (hosted by Ben Kuchera)

Dishonored’s Harvey Smith explains the genius of Far Cry 2
Wed, Dec 19, 2012

When working on Dishonored with my co-creative director Raphael Colantonio, Raph and I would often race over to excitedly share stories with one another after some moment during a solo play session. While these moments were sometimes related to a gorgeous vista the artists had cooked up, or a payoff moment in some level designer’s mission, our most intense reactions were reserved for those times when – as a result of player input and systems – something dramatic happened that we consider emergent, rather than embedded, narrative.

“I pulled myself up onto a low wall, but knocked over a bottle, which fell and crashed. A guard around the corner heard it and said something about checking it out. Just before he rounded the corner, a rat squeaked by and I possessed it, effectively hiding from the guard.”

This is significant and sheds light on the creative values shared at Arkane Studios and, I assume, with the makers of numerous games across time that facilitate emergent narrative, like Far Cry 2 or this year’s excellent indie title FTL: Faster Than Light.

The stories we tell ourselves

Games exist in their most “alive” state when their adjacent systems have an influence on one another, driven by player action. (Without the last part, it’s just simulation.) Game systems that – even beyond the plans and intentions of the designers – allow the player to improvise, not with a single dominant strategy, but along multiple parallel tracks that can be chosen for tactical or expressive reasons, are the way to grant players the most powerful intellectual and emotional experiences the medium can offer.

Here the focus is on Far Cry 2, one of my favorite shooters of all time. This is largely because – as I experience play – I find myself ignoring the embedded plot about Africa and the Jackal, and focusing instead on the dynamic story that I’m telling with the game through my actions and the game’s reactions. FC2‘s strongest systems comprise a magical admixture: the game’s AI perception, the outrageously dangerous fire propagation model, the ambient wildlife and my tender feelings about animals, and the buddy rescue system.

Hiding in the grass while a leanly muscled young man passed, carrying an AK-47 and thumbing a text message into his phone was thrilling. I feared being discovered, but imagined he was texting a girlfriend or boyfriend and didn’t want to have to kill him. I will never forget the sounds of the key presses on his phone as he passed my hiding place. Such a synthesis of game elements and tension.

As I was dying in a fire-fight the first time a buddy was dynamically deployed to rescue me, I felt a tremendous wave of emotion. This was Nasreen, who I felt an action-buddy bond through close association over time during moments of duress. Once I learned the system, I always made sure to “reset” that buddy’s state so she’d be there as a backup when I got in trouble.

Much later, in one particular encounter where Nasreen was down, I went to vast lengths to save her. If I remember correctly, my save game was set in a particular awkward moment in time and each time I reached her, where she’d been shot and burned by fire, I could not revive her. In the end, I kept her alive by running for a jeep, using it to wipe out a group of enemies nearby, then sprinting for a safe house containing more adrenaline and meds. Nasreen died eventually anyway, which was stressful to me, but at that moment my investment and the game’s systems conspired to create huge potential for drama, unlike that found in any other medium.

Once I ran over a zebra in my jeep and it troubled me, since I’d gone out of my way to avoid killing animals via weapons, vehicles or even accidental fire propagation. This was not “abstract entity 429 has reached 0 damage points and will now play its nonfunctional animation.” This was “I killed a beautiful creature, wandering a visually moving, but troubled landscape.”

My ultimate moment of unbridled joy playing FC2 came during a side mission, picked up in the form of an assassination contract via radio tower. A couple of jeeps full of armed men were protecting a convoy carrying my target, a sophisticatedly-dressed man with close-cropped white hair and a burgundy suit riding in an SUV.

The short version of the story is this: I engaged in an intense battle with the armed guards, wrecking several vehicles, including my own ATV, and when the SUV tried to run me over I killed the driver at point-blank range with my double-barreled shotgun, through the windshield. It made me feel like a bull fighter. Then, the last man standing was my target, racing sideways in the tall grass, firing at me with a nickel-plated hand cannon.

We fought for a while, the grassfire roaring around us ignited by the burning vehicles. I ran out of ammo and had to scavenge from the dead thugs; solid game dynamics that afforded me the chance to improvise, something unlikely to happen in many shooters with endless or overly-plentiful ammo and less interlocking systems. The fight was coming down to the wire, but as I retreated from my target – badly wounded and trying to avoid the grassfire – a single, far-off shot at my back ended me.

A sniper from a nearby (unrelated) camp had seen us fighting from high up in his tower, and as we ranged closer he had put me down. The last thing I saw was a blur of burning, crackling grass and the sophisticated-looking man in the burgundy suit firing his pistol at me, straight out of a Euro-crime film. But all this drama was experiential; it was the result of play, my actions.

You might have different views than I do in terms of what games are or ought to be, but I’m telling you: In terms of reaching me as a player and an emotional being, you cannot touch me like this without interacting game systems that facilitate emergent narrative. Go deep with that and I am yours. Still high with thrill, I reloaded and kicked off the mission again.

This time with the benefit of impossible, out of time experience, I easily took down my target. Upon completion – after that second, cleaner pass at the mission – I put the controller down, hands literally covered in sweat, and just sat on the couch for a while. In part, I was breathing, recovering emotionally, and in part I was savoring the feeling of what the game had just enabled. No film, book or amusement park ride has ever given me that specific blend of feelings. As soon as I had collected myself, I pulled out my phone and called Clint [Hocking]; I was that excited and I had to share it with someone who could understand.

Of course, the situation with the man in the burgundy suit requires some suspension of disbelief: If you fail to kill the target, the vehicle convoy will simply make a full circle and return, looping endlessly across the same 2-3 kilometer path. I wish this had been a “fail-able” side mission, where the target had the opportunity to escape via helicopter. But the fact is, systems-based games can never be as clean or tidy as heavily-linear or highly-controlled, scripted games, something Raph and I talk about now and then.

Even for all that was good in FC2‘s buddy system, I once lost an ally I’d invested in because – I believe – he randomly stepped into grassfire while I wasn’t paying attention, at a time we were not even fighting anyway, and he died unceremoniously without my notice. This is what another developer friend calls “systems gone bad,” and it’s one of the reasons that it’s harder for games made of systems that facilitate improvisational play to shine against highly choreographed, controlled, cinematic games.

And yet somehow the situation with Africa and the Jackal was some critical part of enabling my experience. I’m not an advocate of games with zero embedded narrative, made up exclusively of abstract game entities. In FC2, my understanding of the conflict and my mood were contextualized by the framework of the game’s story and the mythos of the Jackal. The conversations of my buddies, when we were standing around in bars, added some kind of gravity to their later systemic rescues of me or their cries to be rescued by me.

The challenge of narrative

You might ask – since the best moments of emergent narrative drama arise from the interplay of player agency and game systems – why we still rely on embedded narrative. Why give characters names, histories, lines of dialogue or personal goals if it’s not needed, or more specifically if it has nothing to do with the craft of game design, centered as it is on players optimizing toward victory conditions, rules as constraints and the resulting dynamics? The mechanics of chess work well whether you think about your mighty, cleverly-mobile “Knight” falling to a mere “Pawn,” rather than piece X being removed from play by piece Y, or whether you have some associated feelings for the uniqueness and value among your pieces of your Queen or King.

If you could accomplish the aesthetic goal of satisfying emergent narrative in a game where your spheroid avatar uses its physics attraction game mechanics to arrange black cubes as a means of solving puzzles and advancing, why bother with even the basic elements of story. Just as Rod Humble’s brilliant, fascinating game The Marriage benefited from – or integrally depended on, even – the name “marriage” and the colors blue and pink, the spheroid concept described above immediately gets more grounded and less abstract if I describe the spheroid as a robot like Pixar’s Wall-E, his physics power as magnetism, and the black cubes as iron.

If the number of games created, played and paid for are a useful indication, more people find the less abstract version of games more appealing; people want to play games that enable them to make a series of interesting decisions, but they want these games grounded in an emotionally evocative setting. You personally might want less embedded narrative or a different flavor that shares less in common with action cinema – as I do sometimes, even in games I’ve worked on – but that’s a matter of taste. Having some concrete identification with the subjects and subject matter found in video games grants those games universal entry points, as an aid to learning or emotional attachment (and thus gravity, meaning or importance).

Works like Eve Online and (notably indie) titles Dwarf Fortress and Day Z are all games where the player experience is highly focused on emergent narrative, in part eschewing the embedded narrative elements commonly seen in commercial, big-budget games. Through context they still represent a blend of embedded and emergent narrative. Games like Skyrim blend the two approaches as well in ways that create memories treasured by the fans of the game.

The watermark game Journey uses its setting – traditional media in the form of visual and aural embedded elements – to engender in the player a sense of spirituality and spiritual journey; then Journey creates moments of emergent narrative from brief, moving visits from other, ephemeral players, where the realities of each avatar briefly overlap, but the players have very few (minimalist) channels for communication.

Dishonored is a game that Raph and I spent over three years creating with Arkane Studios, a place dedicated to these ideals about the blend of emergent and embedded narrative. Dishonored tries to achieve emergent narrative moments by empowering the player in numerous ways related to movement, combat, evasion and killing, and creating connections between the associated support systems. Further, many of our systems involve some level of uncertainty or entropy, as a means of increasing the likelihood the player will have to improvise on the fly.

If games focused on embedded narrative are more polished, why do many of us prefer games that focus on the dynamics of emergent narrative? Is it some intuitive sense that ferrets out what is most meaningful in games? Is this a situation akin to independent film, where an audience steeped in the critical aspects of the medium wants a bare experience, uncluttered by bombast, filler or special effects, delivered in an understated or experimental way? On initial contact, Far Cry 2 was somewhat unwelcoming in that it did not invite players in; the subject matter was brutal and the game’s advancement curve and difficulty tuning required patience.

The reward for those who stayed with the game was potent. Some of the most interesting game design commentary of the year orbited the game, including the Permadeath experiments conducted by Ben Abraham and others, which I take as an indication of how thought-provoking and challenging (to video game conventions) Far Cry 2 was. The game stands as the shooter title that has given me the most compelling, player-driven moments to date.

 

Original Link

 

Favorite Games of 2012

I’m probably forgetting something, but if so I’ll update later. These are the video games that gave me my favorite experiences this year, certainly not in any order. There are a lot of noteworthy games I played and respect this year – like Fez, Spelunky, Walking Dead, Soundshapes, Quantum Conundrum, or Mark of the Ninja – but this is meant to be a list reflective of my own finicky tastes, as a player, not a “best” game list. For me, this list represents the most powerful interactive experiences I had this year, emotionally or intellectually.
  • FTL: For giving us emergent stories to tell; a lovingly crafted setting; for enabling players to explore systems. (Give us a persistent campaign!)
  • Journey: Transcendent, soulful, and aesthetically unified; for the music, art, movement, experience; for cleverly eliminating channels of Internet communication that might mar otherwise beautiful social encounters.
  • XCOM: An update on a personal favorite; I stopped after losing all my friends in Iron Man mode, which is a testiment to the finality of the associated feelings.
  • God of Blades: Such a lovingly-crafted world; the innovation of the “library unlock” feature; great environmental art; an earnest homage to a much-loved literary mileau; for reminding people that Elric was cool.
  • Far Cry 3: For letting me play at my own pace, an high or low drama as I want; being attacked by an alligator; killing a shark with an AK-47; fleeing enemies and using a tiger to get them off my tail.
  • Borderlands 2: Game systems that keep players moving, exploiting, reacting tactically; co-op fun with my wife; noteworthy art style and humor.
  • Waking Mars: The “action gardening” game, taking the path less followed; for allowing players to screw themselves by creating their own incredibly-difficult emergent problems; gorgeous alien landscapes.
  • 10000000: Always felt like a problem to be solved, in a good way; for having an actual ending; some part of me finished there, telling a story and mastering the hostiles of the world.
  • Cyberqueen: For deconstructing power fantasy; lovingly reminding me of System Shock, one of my favorite games of all time; for expanding the narrowly defined boundaries of video game subject matter; for excellent writing and a cutting sense of humor(?).

 

Dishonored Pro-tips

Dishonored has been an amazing project to work on. Raphael and I have a huge appreciation for all my teammates, the people at Bethesda, and all the players who have poured their passion into our work. Here are some quick points that we believe will enhance the experience of playing the game.

* You can change difficulty whenever you want. If the game is too hard (or too easy), switch difficulty levels. Difficulty setting changes enemy damage, enemy visual perceptiveness, and player-character potion effectiveness.

* You can turn off almost every part of the HUD UI, including goal markers. If you’re a minimalist, experiment with that.

* Look up! Go vertical when you can, along ledges, rooftops, pipes, etc. You can often sneak past an encounter that way or find an alternate entry or path.

* Don’t forget to lean! If your body is behind something like a wall, you can lean out to peak ahead. We abstract that so that your body stays hidden.

* Our stealth model is mostly based on enemy view cones and occlusion. Darkness matters at a significant distance, making you more hidden. Up close, the enemies facing and field of vision matters most. (Stay behind them or behind something that blocks their view.)

* If you’re playing on the Xbox 360, install the game to the hard drive!

* For PC, you can map your powers, weapons and gadgets to a series of # hotkeys.

* On console, don’t forget that you can map D-pad hotkeys for 4 weapons, powers or gadgets.

* Try playing the game with stealth. Sneaking, playing nonlethally, or even ghosting the missions adds even more tension and drama to situations.

* Eavesdrop on unaware enemies to absorb more background information related to the world and the events unfolding around you. Sometimes eavesdropping updates your objectives. (Similarly, listen to street speaker announcements and read posted signs.)

* If you use combat, don’t forget to block and counter-attack while an enemy is off-balance.

* Often characters have followup lines if you hang out and listen to them (or click on them further). You’ll absorb more about the world this way.

* Notes and books also add a lot of background info on the world and events.

* Set your brightness so the blacks are really black. The game looks dramatically better.

* Don’t forget to assign your bone charms. Review them periodically.

* If you like the experience, consider replaying with different powers and a different approach. During a second play-through you will know more about the world and discover new areas.

The team at Arkane is really thrilled about Dishonored and we hope that players enjoy it. Raph and I – along with everyone else who worked on the game – appreciate all the recent attention and we’re looking forward to hearing stories and seeing YouTube videos created by everyone ranging from methodical explorers and stealth players to crazy speed-runners using their supernatural powers to blaze through second or third play-throughs. Take care and have fun.

Insert Credit

It’s disturbing to be credited for games made by others, especially friends.

I recently saw my name attached to Bioshock 2, a game I greatly admire and played the hell out of, but on which I did not collaborate. Some of my friends inside Arkane and at 2K did, including Arkane’s Christophe Carrier and my friend and ex-roommate Jordan Thomas, creative director of Bio2.

Periodically, someone credits me with Thief, which I love, but did not work on. (I’m mentioned in special thanks for Thief 3, probably.) I think some people confuse me and Randy Smith; same last name, we worked together in the same roles at Ion Storm (Austin), we co-delivered a speech at GDC, and we’re both smoking’ hot (okay, well, he is at least).

The nature of the Internet, as a medium that excels at post-modern remixing of concepts, is probably the root cause of this problem; someone gets it close, but is off, then a bunch of people repeat the mistake, sometimes making it worse.

So here are my credits and the official bio I use for conferences and educational events:

Dishonored, Co-creative Director
KarmaStar (iOS), Designer/Producer
Blacksite, Studio Creative Director
Invisible War, Creative Director
Deus Ex, Lead Designer
FireTeam, Lead Designer
Technosaur (cancelled RTS), Creative Director/Producer
Cybermage, Associate Producer
Ultima VIII (CD re-release), Associate Producer
System Shock, Lead Tester
Super Wing Commander, Tester

Harvey Smith is a game designer who has been working in games professionally since 1993. Currently, he is co-creative director at Arkane Studios on Dishonored, working alongside Raphael Colantonio. In 2009, Smith released the iPhone game KarmaStar. From 2004 to 2007, he served as studio creative director for Midway Austin, managing the design department, starting three projects and shipping Blacksite during that time. He worked at Ion Storm’s Austin office from 1998 to 2004, acting as creative director of Deus Ex: Invisible War and lead designer on the award-winning Deus Ex, winning the 2000 BAFTA and many other awards. Prior to Ion Storm, Smith worked at Multitude, an Internet startup in San Mateo, CA. There he was lead designer of FireTeam, an innovative tactical squad game that was one of the earliest video games to feature voice-communications between players. He started his career at the pivotal game company Origin Systems, working as an associate producer on Cybermage and Ultima VIII, lead tester on System Shock and a play-tester on Super Wing Commander. He has written about numerous game design subjects and has spoken at the Game Developers’ Conference, MiGS, SxSW, E3, QuakeCon and other conferences. In 2005, he won the Game Design Challenge at GDC for his entry, Peacebomb! Smith has served on Advisory Boards for the SxSW Screenburn Festival and the Game Developers’ Choice Awards. In addition to working with Arkane Studios, he is currently pursuing an MFA with Savannah College of Art and Design, and has recently completed a novel, his third unpublished book, which he describes as a collision of Southern Gothic and Silicon Valley.