7 Ways Developers Should Learn From Far Cry 3

4. Compelling Variation of Gameplay and Mission Types

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So I€™m going to choose a game at random to compare this with. Let€™s see€ Battlefield 3. Made a boat load of cash for EA ($79m in its first quarter) and sold about 8 million copies after a month. 12 missions; every single one involving killing a wave of enemies, an ambush or defending of some type against mass enemies. In comparison€ Far Cry 3. Made a hefty profit back and sold 4.5 million units in its first 3 months. 38 missions in just the main quest line alone of which only half of them involve surviving a round of bullets to the temple. Even then it€™s not the entire set piece. Obviously, I am leading a biased example there as thousands of games come out a year that all boast varied experiences and optional ways to tackle objectives, but none in recent memory have done it quite as successfully as Far Cry 3 has. One mission in particular, where you have to scope the meeting of some soldiers planning a mutiny on a bridge needs you to silently photograph their meeting, eventually pick some off the key bastards before dragging your snitching ass back to Hoyt. Or so you€™d think. I completely ballsed this up, fell in a river, RPG€™d the bridge and skipped off merrily with my evidence to receive my pat on the back. This angered my significant other who spent a long time pain stakingly zip-wiring around to avoid detection and eventually cost him a lot of bloodshed and wasted ammunition, not to mention some failed attempts. He loathed the fact I could approach the mission from such a half arsed and idiotic way and in fact gain a faster result he did, but that€™s the way of the Rakyat€ somehow. It€™s not scripted. It€™s not written in the stone what you have to do. There are no invisible walls. €˜JUST PLAY IT€™ you hear Ubisoft cry, €˜PLAY IT HOW YOU WANT€™. Hell, some of the missions you don€™t even know WHAT you€™re doing. Anything involving a trip or downwards drug spiral resulted in a haunting dream sequence of events leaving you waking up somehow having done something worthwhile whilst giving your brain some playtime. It€™s exciting and exhilarating. It€™s the reason the game was glued to my disk tray until it was finished, all 100% completed and abused by my anxious and enthusiastic thumbs. At no point was I begging the game to just let me roam around and do my own thing €“ those were the missions too.
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Gamer, mummy and cat enthusiast with a taste for blogging and avoiding university deadlines. If I'm not writing or gaming, find me staring at pictures of Michael C Hall. Twitter - @CharleyyHodson