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Blogs

  Why I Stopped Playing Far Cry 3
by Ian Fisch on 01/09/13 10:08:00 pm   Expert Blogs   Featured Blogs
36 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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I just couldn't take it anymore.

I was about 15 hours into Far Cry 3, and the next mission involved sitting down to play a game of poker with the game's main villian, Hoyt.  

It was sure to lead to an intense prison breakout of his heavily armed fortress, which would have been a lot of fun, but it didn't matter.

I just couldn't handle another 7 minute monologue about the nature of good and evil, or the true nature of fear or whatever I would surely be forced to watch.

Far Cry 3 is a good game.  It's one of my recent favorite games, but enough was enough.

The Good Moments

After about 6 hours into the game, I felt like I had really gotten into a groove.  I had earned the ability to carry 4 different weapons at once, had mastered the game's convoluted inventory system, and felt I understood the ins and outs of what would, and what wouldn't get an enemy's attention.  

It's at this point, when I would slowly stalk upon an enemy compound, use my binocs to tag enemies (giving me the ability to see their silohettes through walls), fire off a few sniper rounds at the sharpshooters, and then improvise my way through the compound's takeover.



These compound invasions weren't part of the main story, but were my favorite parts of the game.   I played on hard mode, with a standard loadout of assault rifle, sniper rifle, shotgun, grenade launcher, C4, grenades, and molotovs.  I typically would use all of these in the dismantling of a compound.  It was great.

Much of the story missions were a lot of fun too.  I particularly liked one near the end when I had to guard various sites from waves of enemies, as my NPC partner uploaded data or diffused bombs or something.  


The Bad Moments

Unfortunately, inbetween the story missions, most of which you must complete in order to access certain items or reach certain locations, are the 'cinematic' segments.  Here's where the boredom begins.

The problem isn't the acting (which is damn good for a videogame) or the lines themselves (nothing too cheesy), it's the writing structure.

Since you play the (mostly) silent protagonist, and the game never leaves the 1st person perspective, 99% of these moments are one character talking at you.   It's just monologue after monologue.

Vaas talks at you about the nature of insanity.  Citra talks at you about the definition of a true warrior.  Hoyt talks at you about keeping his people in line through fear.  Your girlfriend talks about how killing thousands of people is changing you.    



None of these are particularly interesting, nor nearly as deep as the game would like them to be.  This isn't Appocalypse Now nor Blade Runner.   My mind never approached being blown.  

They say that conflict is the nature of drama.  Good writers try to inject conflict between characters into every scene.  This is difficult when 99% of your scenes involve only a single character talking, but it's not impossible.  

Think about when Yoda is explaining to Luke the nature of the force, in Empire Strikes Back.  This is basically a monologue, but it's presented as more of an argument, with Luke complaining that he's not strong enough, and Yoda arguing that the force comes from within.



In Far Cry 3, there's hardly any conflict in the cinematics, and as such, very little drama.  It would be like watching the scene where Morpheus explains the nature of the Matrix to Neo, over and over, minus the awesome visuals.  

Actually, it's alot like The Matrix: Reloaded.   


Conclusion

So that's why I stopped playing Far Cry 3.  I just couldn't take watching another boring, unskippable, monlogue.  

As fun as the story missions often were (about 70% success rate in my opinion), it just wasn't worth it.

Though I will never finish the main story campaign, I did sieze all of the game's 30+ compounds, and played for at least 15 hours.  So definitely a worthy purchase.  

Maybe Ubisoft will release a patch that will get rid of the arbitrary upgrade locks.  Then new players could skip the story mode entirely.  

 
 
Comments

Dolgion Chuluunbaatar
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Haven't played FC3, but you have a point about drama being created by conflict. It seems like in games, this conflict is misunderstood to be provided in the form of combat, which really isn't conflict at all from a drama point of view.

Todd Zankich
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The story and monologues were terrible, annoying, and nonsensical. I liked the game too, for exactly the reasons explained in the post above--mainly the base takeovers. But you know how the natives behave on roads--getting into random cars, back out again, driving into the ocean, running each other over and then shooting at each other for no reason? Yeah, it's a total farce. But even that was far more entertaining than the game's actual writing! If you stick through it all the way to the end, you get to make a choice and you have to wonder, under what circumstances did this actually make sense to someone? Often times you can't even just get up to grab lunch because they'll make you press random keys like Mavis Beacon Goes Ballistic. PRESS Q.. MASH Shift. What? Why? I'm making a sandwich in the other room!! Mess up, though, and you have to watch a terrible cut scene again. Arghhh!

Ronildson Palermo
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Shame. The next bit of the game would make you very happy - given your problems with the game. I've beaten it twice (with over 25 hours of gameplay on each playthrough) and never really got tired of the dialogue. If anything, I was sad the villains didn't get more screen time.

Laura Stewart
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Honestly, it doesn't get any better when you watch your character talking with other NPCs for minutes on end. I put down ACIII because I couldn't keep myself awake during the cutscenes. Even when there are multiple people on the screen, the longer the cutscene goes on and the more inactive you are, the faster you loose any sense of immersion. Playing through the first time, and not having played a previous AC title, I've spent more time on cutscenes and squinting at the guide than playing the game, and I honestly wish I'd just waited to get it second hand. Maybe someday I'll finish.

Richard Bunk
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The problem with ACIII is you start out with the great charming character who is kind of a pimp. :)

Half hour later you are greeted by the boring and very humorous Connor. I put it down for a while but I plan on getting back into it.

I can honestly say that Cut Scenes have never been a reason to stop playing a game for me. I love a good story (one of the reasons God of War is one of my favorites), but the game play to me is the meat and potoatoes.

Conversely I have never kept playing a bad game because the story and cut scenes were top notch. :)

Luis Guimaraes
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Well you got past the unbearable Ambient Occlusion, it's already a win.

Christopher Thigpen
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Dialogue = Bio Breaks for me.

So I agree, partially.

Nick Harris
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Here are the game's Top Ten faults:

1. The map screen breaks immersion - the hand-held map device in Far Cry 2 was far superior.
2. The QTE knife fight was annoying - it was silly to spring a new mechanic on you so late on.
3. The luminous plants and their presence on the scanner undermined their discovery.
4. The treasure chests and their presence on the scanner undermined their discovery.
5. The prompts for climbing ledges should only appear when looking up at them.
6. Far too many steps to get into the game from the main menu, just Continue!
7. Cut-scenes needed pause, rewind and skip.
8. The inventory was a little slow to access.
9. Quit should Autosave for me.
10. Not enough Vaas.

However, it remains my recommendation for Game of the Year.

Richard Bunk
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1. I believe they released a patch that offers Hudless gameplay.
2. I don't recall the QTE knife fighting, maybe I always kept a distance though or stealth killed.
3. I think they did that in the event that you were in combat and you needed some herbs on the quick. Also not putting these items on the map may have slowed things down a bit more. You still had to look for certain colors though. Wasn't like there was always a rainbow of herbs on the map.
4. Putting the treasures on the map was optional via the maps you could buy from the vendor. I liked that they did this, even with the treasures on the map it wasn't easy to find them all.
6. Agreed but you are nit picking, I have more issues with the Multiplayer / CoOp User Interface and the sub-par party system.
7. If that feature was included I may have taken advantage of it, but honestly it wasn't that much of a deal breaker.
8. YES! Also when you sorted it seemed to do it in a random matter that made little to no sense. Why a bear pelt would take as much inventory space as a green herb is a little odd too. After upgrades though the inventory was manageable.
9. I never noticed that but yes Quit should save.
10. Agreed, Vaas was a strong villain. :)

Dimitri Del Castillo
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FC2 had a lot of pontificating about morality and what-not. I still sunk 60 hours into it and I think it was a great a game. That said, I'm done being preached at from designers that want to take the high road AND still make an Ultra-Violent game which seems to be the MO of Ubisoft and Eurogaming. I refuse to let them have both.

Mark Taylor
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Sounds like sociopaths trying to morally justify themselves. I quit FC2 after two minutes when I realized stealth did not work.

Richard Bunk
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@Mark Taylor There was lots of stuff kind of broken in FC2, but they did have the base gameplay working mostly. It was a much tougher game with guns that were able to jam and outposts that seem to repopulate themselves if you walked 14 inches away from them.

I never finished it but that game had serious ambition. There was like 8 characters with their own story and you could play each character. They really needed better quick travel in that game.

Mark Taylor
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@Richard.

First mission was to take an outpost. so I crouched up to it behind the bushes, not even reloading to minimize sound. Next thing - I guess I entered their 'AI radius' - they opened fire, all sniping through the bushes as if they had X-ray telescopes. Given the enemies in farcry could not see through folliage I wondered where AI development was going after ten years. Reinventing the same wheel and breaking it I guess.

Michael Rooney
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@Mark TAylor: Did you never see the awareness meter pop up? Once you are seen they'll know where you are until you break line of sight (ie: more than squatting in brush), but they don't magically follow you afterward. I've flanked a lot of guys in this game, and that would be impossible if they auto-knew where I was.

Mark Taylor
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Maybe Ill have another go at it when Im done with the stuff I downloaded form Steam this XMAS.

Dave Smith
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bad writing is bad writing (and this was in fact bad writing). I'd sit through it if it were interesting. And the whole silent player character thing has got to go if you want a real cinematic experience. Its too laughable to be emmersive when these idiots are talking to themselves.

great game though!

Richard Bunk
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Honestly I wouldn't say FC3 was badly written and the main character Jason wasn't completely silent. Towards the end when you were infiltrating you were in disguise as one of the enemies. It wasn't like you were in a position to pontificate to the "bosses", or engage in a dialog, you were supposed to be some hired gun. Talking and saying too much very well could have revealed your subterfuge.

Not saying that completely fixes the story, I just think you guys are being a tad harsh, you need to chill and go burn down some more marijuana plants! :)

Ian Fisch
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@Richard

I never said there wasn't good justification for the protagonist being a man of few words.

It just doesn't make for particularly engaging cinematics.

Brion Foulke
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The real problem is that silent characters and cinematic games don't go together. Cinematics can be good or bad, depending on the writing. But when the main character doesn't talk it ends up being nothing but characters monologing at you, and it's almost impossible for a writer to make that interesting.

Some types of games can get away with a silent main character. If there are other characters to pick up the slack or if the game doesn't have a lot of cinematics, then it works fine.

Dimitri Del Castillo
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I'm with this. The silent but strong guy from GTA has been done to death.

Shepard from ME is a character that got on board quickly with because Bioware made it easy to make him say stuff that I could imagine myself saying. It's not an easy thing to do but when the extra work is put into a game the results stand out among the rest.

Dave Smith
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Same with Nathan Drake.

Richard Bunk
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So I take it you didn't like Dragon Age Origins? :)

Joe Doe
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Yeah those silent characters tend to bore the masses. Just like thatgamecompany's Journey...

Brion Foulke
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@ Richard & Joe

I guess you guys didn't read very carefully. I mentioned two types of games that games get away with a silent main character: if there are other characters to pick up the slack, or simply a game without a heavy emphasis of cinematics.

Dragon Age has other characters that pick up the slack, Journey is a game without cinematics. That's why silent characters work for both games (although I don't like either of those games, but for different reasons.) Silent characters are only a big problem when you don't have any NPC's who accompany you and talk for you, *and* when the game tries to put a heavy emphasis on cinematics. Then you end up like this game, where a bunch of NPC's just monologue at you. Another game that has a big problem with this is The Secret World.

Mark Taylor
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'Good writers try to inject conflict between characters into every scene.'

- That can be a recipe for soap opera melodrama. Good writers will inject intelligent interplay between the characters in a scene. If each interlocutor has has an interesting perspective then this gives rise to a conflict. It is being able to create credible alternative perspectives that make for the better writer. Weak writers will use one side to reflect the writer's opinion, and the others, if they exist at all are straw puppets. There is nothing wrong with monologue, providing the writer has something intelligent or creative to say that has not been written better before. Most the scriptwriters in this world do not qualify.

Simon Ludgate
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I totally agree with you. The game should have been just compound invasions, like a hybrid FPS/RTS, where you control troops to defend the compounds you take and they try to re-take the compounds you liberate.

That said, the card game with Hoyt is like 7 minutes of dialogue away from the end credits roll. Which is worth getting to, because if you thought 7 minutes of dialogue was bad, you won't believe how agonizing it is to watch 77 minutes of credits roll.

Nick Harris
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I totally agree with you. The potential for making "Far Cry 3" an Open World RTSFPSRPG was frustratingly missed, but I suppose Ubisoft can't risk publishing something that people will still be happy immersed in when "Far Cry 4" comes out due to its extraordinary replayability.

This is really a symptom of commercial video games, with the action constrained by a linear terminating narrative even if it is set in an Open World. An emergent narrative driven by the machinations of multiple AI dramatis personae (whose motivations can only be inferred indirectly from the behaviour of their disposable henchmen) could allow itself to be shaped by an underlying theme (so that you didn't get one particular pre-scripted story, but a series of dramatically-coherent events) and embroil the player in NPC relationships for the purpose of dragging them into just-in time orchestrated set-pieces that were triggered if suitable generic characters and contexts were in confluence.

It is then easy to imagine a future "GTA" in which the Open World doesn't merely simulate day and night, weather, pedestrians, traffic, police, trains, boats, planes and squawking seagulls, but Japanese Yakusa, Russian Bratva, Jamaican Yardie, Italian Mafia, Chinese Triad, and Irish Cops are all simulated organisations that can be (infiltrated) joined whose large-scale patterns of behaviour are directed by an initially unreachable, heavily protected, effectively "off-stage" smart AI boss. So, whilst the henchmen and average street cops may not dazzle you with their powers of deduction, it is only through the reports of their observations of your actions that their boss can react to your strategy to control the city.

The same approach could apply to the Rakyat, Pirates, and Privateers in "Far Cry 3" with Citra, Vaas and Hoyt defining the objectives for their forces in the manner of a computer opponent in an RTS which Brody then attempted to thwart from the perspective of a FPS.

This all interests me greatly as I have been working on an MMORTSFPSRPG called "Universe". However progress on this has been slow as I have had to find ways to boost my productivity by designing my own tools written in my own multi-paradigm programming language. Anyone looking for a Space Opera in which you can land your craft on a planet and get out and walk around a city, should probably wait for "Elite: Dangerous" (due in eighteen months), or chase down a copy of Paul Woakes excellent "Damocles" (Mercenary III) for the Atari ST.

Richard Bunk
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Who had 77 minutes of credits? LOL

Are we suggesting that giving game developers credit at the end of games is too boring and we should do away with the tradition? :)

I don't know if I agree with your assessment that removing the story from Far Cry 3 would have improved the game. For one the story helped drive the marketing. Vaas was the first introduction to Far Cry 3 and for good reason, even though he loves to hear himself talk the character is immediately engaging.

If you have no story there is no need for Vaas. Without Vaas I think Far Cry 3 looses a great deal of what makes it special.

Now I would be all for a Newgame+ or Post Game thing where the outposts would get over run again. Removing the story and turning this game into an open world Arcade game doesn't seem like a good use of all the resources that went into creating the world.

Richard Bunk
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Far Cry 3 seems like this month's Mass Effect 3 and it's a shame there is just more criticism over a game which is tons of fun to play (start to finish) and has been somewhat a commercial success. Honestly I am never all that bothered by cut-scenes and with some games I hardly pay attention to them (when I realize there is no useful info coming from the game's cut-scenes I kind of tune them out).

That being said Far Cry 3 does everything else so well I think it is easy to forgive this issue.

EDIT: Also these articles with people levying their rants are becoming all too common. So what if you stopped playing Far Cry 3? Are you looking to develop a group therapy session for people who stopped playing Far Cry 3? (I am being sarcastic and absurd on purpose). I understand you feel your opinion on this matter is important, as an individual, I am just not moved all that much by these types of writings.

I don't know if it is fair to compare a story to a game that was created in a few years to the Star Wars Saga which had been in development for a good decade. As a gamer I have high expectations for my entertainment, but I really think you are splitting hairs. You admitted the game mechanics were fun, how that fun was not enough for you to be a little patient with some sub-par cut scenes I think says more about YOU and less about the GAME.

Ian Fisch
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I am not looking to create a therapy session.

I'm explaining why I decided to stop playing a game.

As a game developer, I know that you can never have enough feedback. Hopefully my article just might reach a game developer out there and lead to a better game.

Michael DeFazio
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You gave up on a game you enjoyed and put 15+ hours in because you couldn't handle a 7 minute monolog?... Wow, here I thought I was intolerant of developers needlessly injecting story/cutscenes into otherwise fun experiences and you come along and steal my crown.

Michael DeFazio
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(Arg dual post sorry)

Michael Rooney
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I have different problems with the game:
1. The inventory/menu system is annoying. Separating this into 2 points:

1.1 The inventory fills up way too fast way too early, and I don't agree with having max-size wallets. It's really cumbersome to have to craft to save up to buy something. It makes sense in real life, but I don't want to play real life. If I want to save up for an hour to buy a sniper rifle, let me.

1.2 The menu UI was really annoying. So much back and forth. Better UI design could have made this a much better experience. It's not atypical for me to go into crafting, figure out that I need animal X, go to the map to find animal x, forget what animal x looks like (why aren't animal names on the map instead of just pictures?) and go back to crafting again. Too many levels of UI/too many button presses to get me to what I want to do. There's also a ridiculous amount of superfluous content in the menus that's way too easy to get lost in. Accidentally hit escape when you meet someone new and you're stuck 3 layers deep in a far cry encyclopedia.

2. The story is odd. The basic motivation is save friends->gtfo the island. Why would I be wasting days hunting/gathering? I like the mechanic, but the story demands urgency, and the gameplay promotes having very little urgency.

3. I cannot find a menu with keybindings. I forgot how to throw rocks at one point early on and I had to wait for a stealth mission to figure out how to throw rocks again.

Mostly I just think the UI is clunky. That's by far my biggest problem with it. I find it super aggravating when people take a "good enough" attitude to guis. If it weren't a menu intensive game it would be easy to ignore, but so much of the game drives you into the menu system, so make the menu system good!

Michael Rooney
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I just remembered another. I had no idea how to access my non-healing shots and couldn't find it anywhere. I just started hitting all the buttons on the keyboard.

Ian Fisch
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I agree with everything you're saying.

Why can I only see what weapons I'm carrying when I'm at the store?

Why does it say that I 'own' a weapon when it's not in my inventory and I can't equip it?

How the hell do I use my non-healing shots?

Why do I have to go through the crafting UI every time I want to use an explosive arrow?

How do I know how much air I have left before I drown?

Eventually I figured most of this stuff out, but it left me very confused in the beginning.


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