I don't think I shot up more than 10 guard posts in the whole time I played the game. And if you're doing that by driving through intersections, you're doing it all wrong. Getting from one location to the other is a significant part of the game, and greater than 50% of the pleasure of the game from my playing it. Maybe the way to put it is that it might be less a function of the kind of low-level mechanics of the game at the control level, and more about how you're using the output of the game as good feedback for the player, so they at least are clear on the causal link between what they're doing and what's happening." It's also making sure that you're supporting a certain kind of readability, giving the player a certain kind of feedback. But accessibility isn't just about it being easy to pick up the controls. I like to learn things through trial and error, and I know a lot of players are like that. It's also tiresome if you're constantly interrupting them to remind them things about that system. "We don't want to be necessarily spoon-feed everything to people, because that gets insulting. Ubisoft is also trying to crowdsource a guide for the game. He explains his team's reasoning behind some of the decisions they made while trying to innovate in the very well-established first-person shooter genre. Gamasutra has an interview with Ubisoft's Patrick Redding about the development of Far Cry 2.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |