Feb 02 2009
Beyond Far Cry 2: Looking Back, Moving Forward
From gamasutra.com:
Narrative designer Patrick Redding and the team behind Far Cry 2 at Ubisoft Montreal have worked for several years to produce a game that operates outside of the strictures of genre — in fact, to deliver a game that operates outside of the strictures of expectation, period.
With great attention paid to dynamic gameplay systems and expansive design, the game has won plaudits from many progressive-minded gamers, but has not satisfied all audiences.
Here, Redding looks back at what the team learned over the course of its three-year development cycle, reflects on current industry trends that informed its development and those that will affect development in the future.
Related posts:
- The Red Steel 2 That Never Was
- IGDA: May 20: BioWare on Mass Effect 2 iterative level design
- Reminder: IGDA Montreal presentation tonight
- IGDA Montreal: WET: The Soap Opera
- Jobs: Ubisoft: International Brand Manager Senior
Comments Off
Additional comments powered by BackType
Narrative designer Patrick Redding and the team behind Far Cry 2 at Ubisoft Montreal have worked for several years to produce a game that operates outside of the strictures of genre — in fact, to deliver a game that operates outside of the strictures of expectation, period. 






