7 Ways Developers Should Learn From Far Cry 3

1. Personal Interpretation of Ending

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Now, I cannot say that every single game must have some fantasy-voodoo hippy ending, it€™s simply not possible. But one thing I particularly loved and appreciated from Far Cry€™s ending was its SUGGESTION at the closure, in fact it wanted us to €˜solve the insanity€™ all along and deduce whether the option we chose was for the best. Without spoiling the different endings, Jason is offered a choice €“ killing his friends to become Rook Island€™s main warrior, or save them and do what he actually intended to do all along. Simple, right? Wrong. That€™s not just it. It was never as simple as this. Ubisoft writers have openly spoke out of how they went about writing and forming the game, saying that some players are €˜missing the point and only looking at the game at face value€™. This can be seen from the Alice in Wonderland riddles scattered through all the load screens, acting as a mirror to Jason himself and his surreal journey. It can be said however, it does not follow the same concept as, let€™s say, the ending of Lost. Everyone has their own ideas of what it really meant when they meet in that big ass church. Was it the afterlife? Was it all a message on faith? Was it all crap? Did you actually understand what was said? Oh it goes forever on and on. But Far Cry wanted you to interpret Jason€™s journey yourself. It€™s not a paint by numbers story. At times you see him genuinely upset with his actions and traumatised by the loss of his family and friends. On the other hand, there are moments of power lust and insanity as he loses control and becomes the warrior Citra desires of him. So what do YOU believe was Jason€™s fate? This is why the ending was a choice. Not for fun, or immersion. The reason this is something for developers to take note of it the idea that audiences and gamers can be free thinkers, they can be smart and may enjoy analysing and developing their own thought processes. So don€™t carrot on a stick us to an ending. Don€™t throw in massive twists to wake us back up. We enjoy mystery and falling down the rabbit hole sometimes.

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This entire article stems down to your own opinions on the game. Think it was absolutely awful? Think you can think of more aspects we can learn from Ubisoft? Say so in the comments and let€™s get a riot started.
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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