AusGamers has posted up an opinion piece on where Far Cry 3 succeeds and fails. They also go into depth about player conditioning, developer hand-holding and where this type of game should go in the future.
From the article:
"In fact it’s in the game’s exterior systems that an antithesis to its organic-looking world rears its head, and in binary fashion no less. Loot being one of the biggest let-downs, is nothing more than an arbitrary bridge to making arbitrary money, while weapons are far too easy to come by, or simply organise for free. There’s a mild progression system in place to getting better gear, but I largely found it just as redundant as cash or loot. The skill-tree and abilities system, coupled with the emergent opportunities when taking on an Outpost, Wanted Dead or Path of the Hunter quest, however, re-balanced the game in favour of player-choice leaving my overall experience with Far Cry 3 a mixed one. The fact I couldn’t really put the game down in my down time though, should speak volumes about what its more solid components offer..."