
That we were able to try to make that happen.Ībout your game, about the underlying metaphor, the kind of In order to make an open world shooter work. They were able to sell that internally at Ubisoft as being a priority Leads and the technical director on the project decided that this was a I was fortunate enough that Clint and the other Have a say in the way things are unfolding, that there's some system that There to try to make sure that every time the player feels like they ought to Isn't primarily there just to kind of help concoct missions, but is really And at the same time on the level design side Principally concerned with whether the guns are balanced, or whether the Role on the game design team, who's focusing just on that, who's really not That means you need a game designer working at a dedicated That's mechanically how we have to do it. That content as possible and make sure that it can be used in lots of different Or for an animation, or for a scripted event, so that we can reuse as much of Sees ten percent of what we've created, why don't we instead try to pick theįigure out the right way to break content down, for a dialogue, Structure, where basically we can guarantee that a typical player only ever Is that rather than having an enormous tree of dialog, or a huge branching Insanely complicated, but there's kind of a simple underlying idea there, which Pieces in a way that reflects the current state of the game's world.Īnd that sounds like a complicated thing, and sometimes it's Very, very small pieces, and then allows the systems to kind of deliver those Story architecture", which takes large banks of content, chops it up into Really needed to make sure it was a systemic narrative, what we call "dynamic Like we were supporting - some kind of narrative component to the game, that we We felt like if we were going to bother to support - pretend Player couldn't really have any ability to affect its outcome. Of progressing along more or less independently of player action, as though the What we would have ended up with is a story that really felt like it was kind Making the way the story unfolds potentially extremely dynamic.Īnd if we had tried to not support that dynamic approach,

The main characters during the last mission. What direction he's traveling in, he literally could have assassinated one of Well, imagine in a game like Far Cry 2 where we don't know where the player is, we don't know Is relatively linear, and it's still an important idea there. Pull-based narrative structure, and BioShock GDC, Ken Levine was talking a lot about the importance of shifting to more of a And it's interesting, because even at his keynote at Major pillars of the player experience is freedom, it becomes all the moreĭifficult to sort of try to retain some kind of authorial control over the way Most important story in any game, honestly, is the story that the player canĪctually play, and can actually determine the course of through his low, mid,Īnd that in a highly open-world environment where one of the Open-world, highly-systemic game like FarĬry 2? I mean, really, my job is to kind of enforce the notion that the Narrative design? What is the function of a narrative designer on a large, Patrick Redding: To kind of put it into context of Far Cry 2 - what does it mean to do With an overview, because the systems you're trying to work out are really You're doing as narrative designer, I was wondering if you could just start off

Title set in an African landscape, see Gamasutra's recent interview with engineering director Dominic Guay.] [For more on the team-structure decisions and code-sharing ethosįollows up the Crytek-designed original and is an open-ended action He discusses the bold change from the previous Far Cry games on console, which he was involved with, and a move which he believes will draw a line in the sand for the industry's movement toward fully interactive narrative. Here, Patrick Redding details for Gamasutra the work that he has been doing as narrative designer on Ubisoft Montreal's Far Cry 2, which is due out later this year for Xbox 360, PlayStation 3, and PC, describing how he and other members of the team have chosen to design the game for fully interactive, player-influenced narrative.
