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| [Nov 24, 2009, 9:25 pm ET] - Share - Viewing Comments |
Computer and Video Games quotes Ubisoft writer Kevin Shortt speaking with Official PlayStation Magazine saying Far Cry 3 looks "pretty exciting," confirming development of a third installment in this first-person shooter series. "No I'm not," the writer replied when asked if he was working on Far Cry 3 during a junket for Avatar. "But I know the team are and what I've seen looks pretty exciting."
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| 49. |
Re: Far Cry 3 Confirmed |
Nov 28, 2009, 01:23 |
Jerykk |
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You're talking about immersion and yet mention hitboxes and AI in the same sentence. Yes. We must have different definitions of immersion. To me, immersion is directly tied into gameplay. It boils down to this: am I able to do what I expect to do? If I'm playing a realistic shooter, I expect to be able to do the things I could do in real-life: jump, crouch, lean, go prone, etc. The representation of these actions doesn't have to be completely realistic. The actions just need to be present. Your argument seems to be that unless leaning is completely realistic, there's no reason to have it in the game. To me, having any implementation of lean is better than having none.
To me the embodiment of the player in the character and the environment is much more important than a button that tilts the screen slightly. Except your definition of embodiment seems limited to things like seeing your character's limbs. That's pretty superficial. I'm much more interested in letting the player do what they want to do in the game world. Satisfying player's expectations is the most important part of immersion and the best way to do that is by letting them do more things that they would do in reality. Gameplay > presentation.
Take Crysis, for example. Whenever you pick up a weapon or item, you see your hands and arms actually picking it up. Does this add to the immersion? Not really. It's purely superficial and actually rather inefficient. I'd rather just point my reticule at an item and have it instantly be added to my inventory, rather than having to watch an animation of my character picking it up. I'll take DX's implementation over Crysis' any day. Using Crysis as an example again, you can't pick up dead bodies. In Deus Ex, you can but it's hardly realistic. However, the simple ability to pick up dead bodies adds greatly to the game's immersion regardless of presentation. Conversely, the inability to pick up corpses in Crysis was greatly detrimental to the game's immersion, just like the inability to lean is greatly detrimental to any realistic/pseudo-realistic shooter.
But hey, what does my opinion matter? I mean, I only buy games - my opinion obviously doesn't matter as much as someone that pirates them on principle. I love it when people bring up the piracy card in completely unrelated arguments as if it somehow refutes anything I've said. I thought you were better than that.
Far Cry 2 was let down by many of the gameplay mechanics and design decisions but it still did more for the genre than any other game I can recall in recent years. What exactly did it do? It wasn't the first FPS to take place in an open environment nor was it the first to let you approach scenarios in multiple ways. It wasn't even the first shooter to have dynamic fire. It wasn't the first shooter to show your limbs either. |
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