![]() Some were merely making yourself a nuisance, like standing too close to a noteworthy enemy or stealing a car, while others were more decisively antagonistic, like placing an IED or firing a weapon. To manage this, Welsh and his team relied on a World Aggression system, a catalog of player actions and behaviors that would increase enemy suspicion. ![]() IT’S ABOUT TRUSTĮven though the player can move freely through Yara, there are still plenty of things that can raise the suspicion, or outright ire, of Castillo’s military forces. ![]() This was a significant change for the Far Cry series, Welsh notes, and it “gave the players the ability to traverse Yara at their own pace.” This theme of player control is one that ran through all of the team’s efforts, and part of that was helping players understand when those indifferent soldiers would turn suspicious, and when that suspicion would boil over to aggression. Welsh says, “Once holstering your weapon was added to the game, it felt incredibly natural to do so, and we were able to move ahead with our plans where Dani could freely explore.” “Running through the streets of a busy city with your weapon out was a surefire way to draw attention to yourself, something that didn’t make sense for a guerrilla.” Welsh and his team realized they’d have to bring a new feature to the Far Cry franchise: the ability to holster your weapon. Traditionally, the player in a Far Cry game always has a weapon in their hands because they are viewed as a threat right from the start. This was a paradigm shift for the Far Cry series, and it opened up new opportunities for the development team, one of which was the chance to look at how the player moves through the world in a new light. Yet for all the regime’s oppression of the Yaran people, it wouldn’t make sense to have military personnel regularly opening fire on a random citizen just walking down the street. Unlike Far Cry 3’s Jason Brody or Far Cry 5’s Deputy, the protagonist of Far Cry 6 is a local not an outsider arriving in a new place met with a hostile reception, but one of the very people that dictator Antón Castillo counts among his citizens, for better or worse (usually worse). In this article, we’ll share some of the key areas of focus for Welsh and his team, such as enemy AI behaviors, tools for the player to maintain or regain stealth, and the ability to hide in plain sight.ĭani Rojas is different. ![]() Not only did this initiative fit with the guerrilla narrative of Far Cry 6, but it also addressed something the team discovered when analyzing player data from previous Far Cry games: Welsh observed that “it was very uncommon for players to finish outposts stealthily.” So, he and a “strike force of designers, technical designers, programmers, and dev testers” set out to evaluate why this might be, and to develop, playtest, and implement improvements. Fitting, then, that Lead Programmer Rich Welsh picked “A Good Guerrilla Is A Hidden Guerrilla” as the title for his Game Developers Conference talk about the development team’s approach to improving stealth in Far Cry 6. But like its predecessors, Far Cry 6 also has gadgets and systems that allow you to play stealthily, and the guerrilla story of Far Cry 6 makes it even more suited to such a playstyle. Far Cry 6 is an action game first and foremost, as the explosive Resolver weapons, supercharged Supremo backpacks, and vicious crocodile friend named Guapo are more than happy to demonstrate.
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