Showing posts with label Far Cry 2. Show all posts
Showing posts with label Far Cry 2. Show all posts

Wednesday, May 11, 2011

Daily Inspiration for Game Developers

One of my favorite things about the universe is that it is beautifully balanced. This set of probably super small equations that run this incredibly complex machine that encompasses thought and stars colliding and clouds and cute puppies. Sometimes I find myself staring at a leaf and thinking how the patterns in it remind me of spatial arrangements of planets and stars. Or how the ingredients in my mocha settle just like a geological formation. I love the slow swirl and filtering as the sugar catches at points and stops, elsewhere, the weight of the heavier ingredients pushing onwards, leaving behind beautiful vertical formations.

They look similar because they are. The rules behind much of the systems are the same. Gravity, mass, tastiness.

I guess what I'm saying this morning is that you should be aware of this when building a game, when running your life, that all of life has a generally simpler set of rules that can be applied and expanded to accompany specific scenarios. The universe is generic. Are you aware of that when building your game?

Bejeweled is a series of jewels, all with exactly the same rules, except that here and there is a "special" jewel. But they all move alike. Most just have one fundamentally different variable which is a property that when the same value of that property is aligned in chains of 3 or more, they will disappear. Color, shape, or you could give them numbers, but that one variable is really all that game is. Move shapes around being aware of this one variable.

Minecraft, I've been sucked back into it. I had an idea to build a town. I'm playing the game solo. I know that when I want to, there's this world that is larger than I could ever explore, and the whole system is run by a few simple rules. When Notch added rain, I thought, crap, now there's more darkness. That's all there was to it. (I haven't dealt with gardens and harvesting and all that yet, so I don't know about rain's effect on that.) But that's the beauty of Minecraft, rain didn't fundamentally change how the game works, it took a variable critical to the game, light, and just inserted a little randomness to outdoor lighting conditions. Simple, but it reverberates.

Far Cry 2, you could say it's an incredibly complex game, but the laws ruling it are understandable. There are pieces to it, and those pieces, once you understand them, generally allow you to move throughout the greater world with an awareness of a system. I hated that every outpost was aggressive as soon as they spotted me, but that knowledge informed everything else. I knew what happened where and a new location was just another roll of the dice against a system which I understood. It was rolling dice, knowing that one of them was loaded.

This idea of balance across systems is important to us as game developers in every manner. Last week a theoretical physicist pal of mine (yes, bragging that I know one) tweeted about an xkcd comic which stated that Emmy Noether deserved a Nobel prize for her work which, he paraphrased:

@hundun2:"Fact: Emmy Noether deserves to be more famous. http://xkcd.com/896/ #xkcd Einstein's letter to NY Times on her death. http://bit.ly/bzzNKO

Her main contribution to physics was Noether's theorem, which says (roughly) that conservation laws come from symmetries in laws of physics. For example, energy is conserved because the laws of physics do not change over time ("invariant under time translation" in physics-speak). Momentum is conserved because laws of physics don't change depending on where you are ("invariant under space translation").
Noether's theorem is a fundamental result in itself. Also led physicists to look at symmetry as a central concept in physics."

Tell me, have you ever once thought about how the laws of physics don't change over time and space? It's mindblowingly obvious, but super critical.

I've been learning the hard way, don't do too many projects at once, use time efficiently. A good gamer knows how to use space and time in your game efficiently. Are systems utilizing that, or do things run differently here and there and everywhere?

My point today is that I love how straightforward the universe is, and the games that I enjoy function in the same manner. (I didn't talk about W. Wright's games since I assume we all know how they derive from the same concept.) Complexity can arise out of a very simple set of rules, so, as a builder, I strive for that, because then I have an incredibly fluid amount of control over the worlds I create. Fifty rules vs. fifteen, are you in control of your game, or being overrun by a flawed concept that the universe is made up of millions of separate situations?

Thursday, June 4, 2009

Rich moms driving unnecessary luxury SUVs OR My time with Far Cry 2

Far Cry 2 spoils its amazingly diverse world by trying to too hard to maintain the reins as a leading First Person Shooter.  It's really too bad that the game doesn't do exactly what it attempts to set up in the beginning "cinematic".  The intro sequence creates villages of normal people tending animals, rolls your vehicle through aggressive checkpoints where the NPCs scrutinize you but let you go and shows you how gorgeous the world of Far Cry 2 is.

Then you get your first mission and you find out that apparently everyone, including the people on "your side", will shoot at you.  This is the most frustrating element of FC2: you are supposed to choose sides and yet it never matters.  Everyone outside of the cities will fire at you and no one in the cities will.  Perhaps the point is that no one can be trusted, and yet it immediately destroys this fascinating take on a video game that the opening presents you with.  Perhaps that's just the way games have always worked.  Let the opening build a cohesive world and then drop you in the game where the systems have to balance and be entertaining.

But wouldn't it be more entertaining to have those safe outposts that you could flee to?  Then when an enemy jeep is hot on your tail you can arrive safely to have the barricades and friendly guns take out your aggressors?  It's unfortunate that this was not how the game went, because otherwise the game is quite full-bodied and such a meta element to the world would have tied in its shooting so well.  And believe me, the shooting is very solid.  The game offers such fun gunplay because of its open world.  Stealth is a much more tenuous game in the outdoors and the variety of guns and different ideas FC2 brings to the table make it all the more addictive.  It's fun to replay certain sequences with such innovations as buddy back-ups and weapons jamming.  Or just to light the grass on fire and watch it sweep across a field of enemies and perhaps burn down a tree.

The game looks gorgeous when burning things down or blowing things up.  It even looks gorgeous just driving boats and jeeps around or sneaking through the jungles.  It has a dreary color pallet of greens and browns but makes up for it with fantastic lighting and texturing and foliage.  However I do have one gripe with the terrain.  In an effort to make you take certain routes the game does something that has always annoyed me: it puts up impenetrable cliffs.  I detest that solution.  Especially when the map so clearly outlines where giant unwalkable areas are.  Please, put some random routes through those mountains.  I HATE being funneled through regions when I feel that a game is better when it doesn't put artificial barriers in any way.  If I want to spend the time to climb the mountains where no jeep can go just so I can assault a fortress from above, give me that option please.  Don't always route me through chokepoints, especially when you're touting such open-world scenarios.  Chokepoints don't always exist in the real world.

But I like Far Cry 2.  I have invested considerable time into it, even learning how to play a shooter on a console.  I still prefer the ease of mouse and keyboard, but FC2 has lots going for it: new gameplay elements for shooters, an incredibly expansive world, and a gorgeous engine.  It's just too bad it can't break free of certain traditional shooter elements: everyone is an enemy and you always have to pass chokepoints.  Give it a try, I am sure you'll love it.  It's the FPS equivalent of TES4: Oblivion.  Just be wary, it doesn't break as much ground as it clearly wanted to.