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Dishonored’s Harvey Smith explains the genius of Far Cry 2

Penny Arcade - When working on Dishonored with my co-creative director Raphael Colantonio, Raph and I would often race over to excitedly share stories with one another after some moment during a solo play session. While these moments were sometimes related to a gorgeous vista the artists had cooked up, or a payoff moment in some level designer’s mission, our most intense reactions were reserved for those times when - as a result of player input and systems - something dramatic happened that we consider emergent, rather than embedded, narrative.

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MastaPiff1287d ago

Yeah, good read. It's too bad I never got to find out about all the emergent gameplay that had hope to experience in this game. I spent 2 weeks trying to cope with the first couple missions that played more like a crappy jungle jeep driving sim than a FPS... That and a super lame story along with a "is it over yet?" MP were the 3 strikes necessary for this game to get a swift trade-in.

That said I respect the FarCry series for the emergent gameplay, just wish they coulda convinced me from the get go instead of not giving me a taste of what had me hyped right off the bat. I'm really curious if FarCry 3 is more polished in that regard...

AKS1287d ago (Edited 1287d ago )

When I acquired FC2, I didn't really have the hardware to run it well, and it seemed like a slow starter at best. I think I'll give it a second chance.

I do wish they didn't pick such a drab set of colors, though. It seems like everything is dark brown or dark green, especially after playing through FC3. But regardless, what I'm after is the emergent experiences discussed in the article. I've had some great experiences like that in Red Dead Redemption and during invasion moments of Demon's Souls.