Live data from Hacker News

20 years ago Far Cry was released

en.wikipedia.org

41–50 of 67 posts

Re: 20 years ago Far Cry was released

#41
I never loved the original Far Cry as a player, but I did deeply appreciate it as a game designer.

I was working as a game programmer and technical designer on a big budget FPS back when the original Half-Life was released, and immediately "AI AI AI!!!!!" became a stifling buzzword and thought-terminating (ironically) slogan, heavily reorienting how people thought about shooter design and, essentially, ending boomer shooters as a thing for a good long while and ushering in the era of Halo, Call of Duty, cover-based shooters, and so on.

I happened to adore boomer shooters and have good taste for their rhythms and making them, so the transition is not one I personally enjoyed at all.

But worse in a way, Half-Life ALSO ushered in much more linearity in level design because of their awesome interactive set pieces and the particular interactive way they got across their story. Certainly that was the way its release was experienced in the studio I was in, anyway. Less sprawling, unfolding, and backtracking like in Doom (where the space unfolds over the course of a level in something like a fractal way), more following a string of pearls and hitting all the scripted events, like a haunted house ride. You didn't want the players getting lost, you didn't want them to get bored backtracking, and you didn't want them to miss any of the cool one-off scripted content you'd made for them.

(I love Half-Life, so I don't blame it for any of this - it's a vastly more interesting game than many of the games it inspired, which I think is typical of highly innovative games)

At the time, I wasn't quite yet a thoughtful enough, perceptive enough game designer to recognize how deeply in tension those two changes ended up being with each other. And so I spent a miserable year of eventual burnout trying to make "good enemy AI that players actively notice" as a programmer for a game whose levels kept getting progressively tighter, more linear, and more constrained to support the haunted house ride of scripted events.

As a point of contrast, games like Thief and Thief 2 were magnificently structured for good, cool AI that players could notice, and it was specifically because of the non-linear ways the levels were built, the slow speed of the game, the focus on overtly drawing attention to both player and enemy sense information, and the relationship between the amount of space available to players at any given point to the amount of enemies they faced, as well as the often longer length of time players engaged with any particular set of enemies... and of course, despite all these cool features, poor, poor Thief was released to store shelves just 11 or 12 days after the original Half-Life. Business advice 101 is don't release your first person game 11 or 12 days after Half-Life.

Anyway, that all leads in to my admiration for Far Cry's design. Their outdoor levels actually steered their game design in a direction that could let enemy AI breathe and be an interesting feature of their design, in turn giving players higher level choices about when, where, and how to make initiate fights. In that sense, it reminded me of where Thief had already gone previously, but in the context of a high profile shooter. But doing that required actively relinquishing the control of the haunted house ride-style of pacing, which I think was kind of brave at the time.

Re: 20 years ago Far Cry was released

#42
I was 15, I have an older brother. He had the game, but of course it being CD and protection, I couldn't play it. He had one of his college mates round and I had just got FarCry working with some no-cd patch I found on some 47th page of Google from some moonspeak forum.

As my bro was heading to go out; I showed it to both of them as they were passing by.

I received kudos of coolness, and because I normally have music playing in the background, Gary Jules - Mad World started playing next in the playlist. Only for my brothers mate to go "Woah, I was just thinking about that song".

And that's my memory of FarCry.

Re: 20 years ago Far Cry was released

#43
Just reading the title unlocked memories for me. Far cry came out in my life at the peak of local competitive counter strike, 1.6 at the time... CS was everything to me at that point and I hated the people coming to the lan house to play far cry instead of being on the cs servers... I remember it looking great tho I never played it.

Re: 20 years ago Far Cry was released

#44
post #28

Earlier quoted context omitted.

They unironically are, gaming is no longer a small nerd niche, but rather a mainstream activity.

Not sure if the original comment is sarcasm or not, but the current state of gaming is definitely worse than 20 years ago. Companies abuse the consumer with greedy monetization practices and intrusive DRM, hype-driven marketing tactics pushing pre-sales and then relying on years-long updates to align the product with what was advertised, online services that make games unplayable when they shut down, mobile gaming is…

>>Companies abuse the consumer with greedy monetization practices and intrusive DRM

I'm sorry, have we already forgotten that 20 years ago you had crazy intrusive DRM that would only let your game run if your CD read successfully, if you had even a scratch on the disc goodbye game. And before that the same crap with floppy disks, where developers were literally finding out of spec ways of modifying the floppies to prevent copying and again, if your drive struggled to read it then that's your problem.

I agree about monetisation, it's rampant and not in a good way. But I do actually think the large amount of choice counteracts that - I hate monetisation in Destiny for instance....but there are several other looter shooters to pick from so it doesn't bother me that much.

>>mobile gaming is adware that popularized microtransations

And that one has never been good. Even at the advent of mobile gaming it was already like this, from the very start.

>>hype-driven marketing tactics pushing pre-sales

This absolutely existed 20 years ago already. Hype trains and preorders are not new by any means.

>>And you can basically count good AAA studios on one hand.

I think that's generalising too much - there are very good games coming out of AAA studios as well as incredibly poor ones. Ubisoft for example has something like 40k employees, some of their studios produce absolute gems and some produce....not that. It's not so simple as saying AAA is bad and Indies are not(the amount of that "shovelware" coming out of indies is absolutely staggering, people complaining that their 6728th farming sim doesn't get any sales on steam....like.....there's just too much of everything).

Re: 20 years ago Far Cry was released

#46
post #17

Earlier quoted context omitted.

Yup an open world and quite smart enemies made me explore the same checkpoint dozens of times, to get the most perfect approach.

FC didn't have checkpoints. That was introduced in FC2 (set in Africa). FC2, FC3, FC4, FC5 and FC6 had checkpoints

I believe the game did autosave at "checkpoints" when certain triggers were met.

Re: 20 years ago Far Cry was released

#47
post #36

Earlier quoted context omitted.

> And somehow I don't feel like anything, but the absolute obvious, is any better. I don't think it is either, speaking as someone who also started using the internet when hardly anyone was. I mean, if you think about it, human needs (even up to self-actualization) require just a modest amount of innovation. After that, it's just the trick that was invented at the turn of the 20th century with psychological manipulat…

On your second point, the book Camera Work contains lots of really good photography from the late 1800s and very early 1900s, before they had even really figured out what photography is . Looking at how beautiful pictures they were able to make with potatoes helped me stop worrying so much about gear and technical perfection. (I mean, art is subjective, but this I would judge to be beautiful and yet I can almost coun…

Indeed! Modern photographic technology (which I will admit is quite impressive) allows you to get certain kinds of shots more often, but it doesn't necessarily improve the "health" of the creative sphere of humanity. Sadly, it's the obsession with the new that sells, and I think to some extent it also harms the photographic endeavours of people because they get a bit too obsessed about gear.

Re: 20 years ago Far Cry was released

#48

Earlier quoted context omitted.

FC didn't have checkpoints. That was introduced in FC2 (set in Africa). FC2, FC3, FC4, FC5 and FC6 had checkpoints

I believe the game did autosave at "checkpoints" when certain triggers were met.

Yep. You could also open in-game console and use a command to force checkpoint

Re: 20 years ago Far Cry was released

#49
post #43

Just reading the title unlocked memories for me. Far cry came out in my life at the peak of local competitive counter strike, 1.6 at the time... CS was everything to me at that point and I hated the people coming to the lan house to play far cry instead of being on the cs servers... I remember it looking great tho I never played it.

I felt that way about what CS did to the Quake 2 community.

Re: 20 years ago Far Cry was released

#50
I met with my high-school friend and band buddy Thomas Bartchi in 2004 at a café in Copenhagen.

We were discussing this audio job he was applying to in Germany for a gaming company. He had an upcoming interview with them and we were brainstorming what new ways you could utilize audio engineering to write more interactive soundtracks.

The normal way was simply to change soundtrack when you went from normal mode to high action. But we started discussing a more interactive approach I had been playing around with in the CD-ROM lingo days and because Thomas was an excellent composer and understood audio engineering at a very deep level we came up with the idea of constructing a sound track in layers so that there would be some audio layer that were always there, but others would then be added or removed to provide a almost a gradient audio intensity experience.

The challenge was obviously to make it feel very different gradually even though you were mostly using many of the same elements and just layering them.

He went there and while there were other great candidates they gave him the job because of his way of thinking about music in games and the rest is history.

His successor for the next game was none other than Hans Zimmer.

He later went on to do music for Hitman.

Here is the FarCry soundtrack if you want to be taken back in time: https://soundcloud.com/j-wilhelm-139558882/far-cry-2004-main...

Post reply on HN