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GDC 09: Player expression through Far Cry 2's level design photo

Now a lead designer at UbiSoft montreal, Jonathan Morin was the lead level designer for Far Cry 2.

Considering how much damned fun I had with Far Cry 2 (as previously mentioned) and given Clint Hocking's suggestion near the end of his “Fault Tolerance” lecture, I ended my GDC 09 experience with Morin's lecture, “Player's Expression: The Level Design Structure Behind Far Cry 2 and Beyond?”

I'm trying to come up with some clever way of segueing into my summary of the talk which waits behind the jump, but hell with it – this is my last official GDC post. You know the drill by now. Hit the damned jump, already.

Morin opened with a music clip from Al Di Meloa, Paco De Lucia, and John McLaughlin playing guitars. People went to the Warfield theater and paid money just to listen to them play, and this made Morin wonder; are we respecting our player enough? As much as Ted McCarty, the inventor of the Gibson Les Pauls guitar respects his audience? By respect, Morin means the appreciation of every person who ever picks up a guitar for the first time, plays their first note, and feels happy from it. That first experience makes some kids wish to explore deeper, and sometimes they turn into masters. Suddenly, you've got “an entire generation of geniuses” borne out of the idea that through McCarty's invention, artists could express themselves in a way that transcended the original invention.

Morin cited philosophers like Robert C Solomon, Nietzsche, Sartre, and Aristotle. Aristotle said that you can't blame a person for being drunk or what he does while he's drunk, but you can blame him for getting drunk or for cultivating the character that would get drunk.

To explain this, Morin showed a picture of his second child who, at the time Far Cry 2 started, was of the age to play with little blocks and a box with holes shaped for the different shapes. He initially began banging the toys to one another to make music until he eventually had an epiphany by making different sounds with different blocks – Morin described his kid as having an exprssion of “I'm a fucking genius” on his face – until he eventually got furious with the blocks and never played it again.

Games like Street Fighter IV encourage creativity and expression in a slightly similar way with all the depth of its different attacks and the inherent strategies. These mechanics lead to emotional buildups which are influenced by your own background. “Anybody can become angry....but to be angry with the right person and to the right degree and at the right time is fucking difficult,” Morin said, slightly misquoting Aristotle. The player tries to restrain their emotions while playing games like Street Fighter IV (you try not to scream as you reach a suspenseful moment), but you can't really succeed at this totally. Thus, Far Cry 2 was meant to push the player into freely expressing these emotions.

Far Cry 2 was meant to be structured around several different main mechanics in order to lead to this sort of personal expression.

World navigation balances risk with player needs and necessary missions for plot progression which forces the player to try to make “the best decision possible” when traversing the world.

You might plan to get a mission, join with your buddy, save your game, get some explosives from a guard tower, go kill the bad guys, go to a safehouse, sleep until night, because “I have a shotgun. And going into a junkyard in the dark with a shotgun is fucking cool.” And you've got all these things planned out and you think, “I'm gonna be a fucking genius!” But there's “so much uncertainty in there, you're gonna fuck up sometime.” So the player will get pushed back and get angry which forces improvisation, which leads into what Morin called the cause and effect loop.

Understanding the cause and effect loop requires identifying the player's character and how they approach the game. A few years ago, Morin played FEAR despite his crappy shooter skills. He tends to try and play stealthily, sneaking around corners and leaning. He saw soldiers sitting around waiting for him. Morin thought he was so smart by sniping the enemies from far away but after hitting an unsuspecting guy in the head, the soldier just twitched a little, looked at him, and started shooting. Morin stopped playing right there, because the game wasn't giving him any freedom whatsoever to express his own mode of play.

Far Cry 2 was thus meant to allow for strategist players, Rambo players, and what Morin called “fugitive players” who avoid confrontation at all cost and try to use hit and run strategies. Some people initially reacted against the ability to skip huge confrontations by acting like a fugitive, but, in the end, it's actually kind of satisfying to outsmart the game in your own way.

Levels were designed with cliffs areas that allow for stealth approaches, scouting, and planning for strategist players. Rambo players are catered to simply by the presence of the bad guys and guns. Fugitive players are accounted for by forcing the AI to chase down the player once he begins to run away in order to make the act of being a fugitive more interesting.

Your skill at combat, planning, and escaping all interact with one another and influence the difficulty of the other skills based on how you play – if you really suck at planning you'll have a harder time with combat, and so on. “We don't control anything as a level designer at this point – there's no pacing. The pacing is with the player.” And that pissed the developers up early on. How do you support emotional buildup when the player gets to decide when, where, and how to do what they wanna do?

The answer, or an answer, came in the form of level density (density in this case refers to how much cover there is). How do the three different types of players feel in high, medium and low density areas? Planners feel very powerful while in high density, but feel totally powerless once the enemy is in high density and not immediately visible because this requires the planner to move around and possibly get out of cover just to find the enemy again. If you're in high density as a player and the enemies are in low density, however, you feel pretty much like a God.

As a fugitive player, you want to be in low density while the enemy is in high density so they'll have a hard time following. As a Rambo, you want both you and the enemy to be in high density because that typically means you'll be near the objective you're firing your way toward.

And this is the point – create a level that allows for all these different playstyles and modes of expression.

Next, Morin focused on the importance of micro-decisions in level design. They initially put explosives and fire areas in really boring places, but once they started placing them more frequently and strategically, they could lead to cool chain reactions and more improvisation techniques.

So basically, what we're trying to do is ask the player to fight their emotional habits and try to deal with it. The game is extremely tense and extremely heavy and we try to push them all the time.” Sometimes this can end up being “extremely exhausting,” which means you need to stop and breathe. Morin said this is just like when you have some coffee and then some Red Bull and you start hallucinating and feel like punching your friends because you think they're aliens. And designers don't want players to feel like that.

If you cry from some peace because it's too hardcore,” you can always just hunt for diamonds in the Far Cry 2 world which is not only a relatively stress-free activity in and of itself, but allows you to buy better stuff which will make your next confrontation less stressful because you'll be able to afford new weapons and stuff.

Morin admitted that there were some problems with the game, but he didn't really feel like talking about them – he knows about them all and he knows that he said it was super-peaceful to search for diamonds, but other level designers put diamonds in really un-peaceful locations. The reasons behind these mistakes are “always boring,” and Morin preferred that the audience decide for themselves what UbiSoft achieved in every aspect of the design rather than receiving a boring admittance of failure or success in every aspect of the design.

Morin still feels the game worked in general, because of the huge Far Cry 2 team telling him tons of stories about how cool their playtime was.

Still, Morin assured the audience that “we can go deeper with that.” If one were to hypothetically take a model we're all familiar with like GTA IV where you try to follow a guy and a red meter tells you if you're going to get noticed by the guy you're following and instead of just failing the mission when the red meter reaches its top, he decides to drive away which leads to a car chase. So he gets out of his car and you chase him, and then you run into a gun fight, and then you get pinned down, and you start running and you're the one being chased, and you get in a car and initiate another car chase, and then you realize you have to go find the guy again. It's an unusual web, but it allows the player to express themselves. Yet it has nothing to do with emotional habits or character, but “what if you were tailing this guy?”

A picture of Pee-Wee Herman appeared on the screen.

What if his character meant he would only run and never fight back? It makes the web smaller but it makes sense for his character.

What if you're chasing James Bond, though? He's not gonna run, he's going to pursue you.

But those are just character changes. That's not necessarily emotional.

But what would happen if you pushed Pee-Wee to the edge of his possibilities so that his personality began to change and he tried to shoot at you? What if you could push him so hard he totally changed the cause and effect network?

I don't really know, actually. That was just an idea. That was just a little something to tell you we could do more with this.” The idea of player expression is a very complicated problem and it's not 100% necessary, but why not tackle it anyway?

Morin opened the floor up for questions.

Why were there no civilians in the actual game environment? It'd bring up problematic moral issues if collateral damage suddenly becomes possible, and they didn't have time to add that design obstacle on top of all the other design conundrums they already had to deal with.

At Clint Hocking's lecture he suggested that Morin could explain why two of the three HMR factors were thrown away, and one audience member took Morin up on that. There are only too many channels with which you can convey such information to the player, and you couldn't put in thousands of AI barks that all had to do with each of the three HMR factors. The player needs clearly readable mechanics so they can understand how to tackle them and there was no immediately evident way to make all three factors totally readable.

How did you make sure that when the player got angry, he accepted a certain personal responsibility for things instead of just getting pissed at the design? “We're reaching a part where it's really hard to please everyone because there's [so many] players out there,” but Morin's wife will say one of two things when he plays his own game and starts screaming at it: either that he should stop playing it or, more frequently, “shut up – you like it.” If the frustration wasn't there, none of the fun would be. It's a difficult line to walk, but those players who liked Far Cry 2 really liked it.


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15 comments | showing # 1 to 15

DinnertimeNinja's Avatar - Comment posted on 03/27/2009 22:40
DinnertimeNinja
So where does Far Cry 2 fall in the hierarchy of FPS's?

I've never played it, and I'm not sure whether or not to seek it out.
Josh Tolentino's Avatar - Comment posted on 03/27/2009 23:04
Josh Tolentino
I wouldn't construct any particular "hierarchy" per se, but it'd be pretty high up there if for nothing else but its size.

However, I feel it failed in some respects because the AI could not live up to the level design, and because of that I found many of my attempts to play the way I wanted to play were botched, and not in a "fair" way, where said botching was because the AI was smart and I was dumb.

My biggest problem, even moreso than the constant respawning at checkpoints and the usual issues, was AI prescience.

My first attempt to ambush a convoy involved me placing some IEDs at a place in the convoy's path and then sniping the enemies from heavy cover as the enemies were delayed by the lead vehicles blowing up.

Instead the AI's telepathy led them to just run their vehicles at me, far in advance of their own convoy, when there was no apparent reason for their being aware of my presence. I ended up taking the rambo route for the rest of the convoy (i.e. running an armed vehicle up to the enemies and just wiping them out with the MG) and it was equally effective (actually moreso), but completely unsatisfying.

This seems to be a common problem in these "open-world" FPS games. Crysis suffered from it (any enemy who got behind a turret or into a vehicle was suddenly omniscient), and the original Far Cry suffered from it. Even Oblivion and Fallout 3, which isn't aren't even "shooters" per se, suffered from it with its police and reputation systems and such.

We'll never have a game that can accurately convey the sorts of feelings the developers want from us until they can have the AI work realistically and effectively.
D-Nez's Avatar - Comment posted on 03/27/2009 23:17
D-Nez
I think fc2 is a great game. The game only prompts you to save at mission comletion & safe houses, so there are times you might die before saving lising a bit of progress but it made you think how to approach the game. My complaints are lack of variety (buildings, enemies, animals). The creatures and items that populated the world seemed limited. But it's an awesome game and allows you to take on missions in numerous ways.
D-Nez's Avatar - Comment posted on 03/27/2009 23:17
D-Nez
I think fc2 is a great game. The game only prompts you to save at mission comletion & safe houses, so there are times you might die before saving lising a bit of progress but it made you think how to approach the game. My complaints are lack of variety (buildings, enemies, animals). The creatures and items that populated the world seemed limited. But it's an awesome game and allows you to take on missions in numerous ways.
Chronic Logic's Avatar - Comment posted on 03/27/2009 23:18
Chronic Logic
Sounds alot like Hitman series, multiple ways to do your mission, even right down to the civilians.
Dexter345's Avatar - Comment posted on 03/28/2009 00:27
Dexter345
This all makes Far Cry 2 sound way more interesting than I originally thought it was.
otogi guy's Avatar - Comment posted on 03/28/2009 00:57
otogi guy
alot of this is bullshit. There is no multiple way of approaching a mission, it just kill them and mission accomplished, and cannot use stealth in this game at all. Any one "stealth" kill alerts the entire village automatically.
That little example given of FEAR is exactly what happens in FarCry2 as well.
mourning orange's Avatar - Comment posted on 03/28/2009 00:59
mourning orange
FTA: "And this is the point – create a level that allows for all these different playstyles and modes of expression."

This is a perfect example of what this game is about! Expression.

Far Cry 2 can be played how you want to play it. It seems like the players that tend to lean on the creative side enjoy it MUCH more than those who try to play it likes it is Halo or COD. Obviously the game has its quirks, but so do countless classics.

Thanks Rev. Both FC2 posts from GDC where insights into what made my GOTY what it is.
mourning orange's Avatar - Comment posted on 03/28/2009 01:05
mourning orange
@Otogi guy

You're doin it wrong.

I play in ninja mode quite easily under cover of darkness, stealth suit on, and silenced pistol/dart rifle at the ready. The A.I. cant see shit, and even if you drop one with four buddies standing around they will simply run in circles.
otogi guy's Avatar - Comment posted on 03/28/2009 01:42
otogi guy
Lemon, I dont know what FarCry2 your playing, but you just reminded me about the "silent" darts that alert everyone in the village to your exact presence. Oh,dont forget their bullets that curve a full 180' so it doesnt matter where you are.
Rucksack's Avatar - Comment posted on 03/28/2009 07:44
Rucksack
My experience fell somewhere between Lemon's and Otogi Guy's play-through.

I was able to be "creative" for much of the game, but sometimes the enemy AI was completely broken. There were countless instances of baddies running me down in jeeps from behind rocks, magically detecting my presence, and generally having x-ray vision.

I also enjoyed countless hours with everything working as intended.

Far Cry 2 is a flawed but enjoyable game. Which is more or less what this fellow has said for two lectures now.
Sup3rt3d's Avatar - Comment posted on 03/28/2009 08:58
Sup3rt3d
I thought Far Cry 2 was really good. I went for the careful planning/stealth approach which worked fine, though sometimes just for the hell of it I'd grab a shotgun and crash my jeep full speed into a roadblock, bail out and go CQB. I really get what he means by freedom.

However, I notice that he doesn't talk about the massive glitches the game suffers from, most of which are game-breaking (corrupt saves, freezes, mission giving NPC's). Which still haven't been patched 6 months later - despite the fact that they've found the time to release rip-off DLC.

I'm starting to sound like a broken record about this, but the Far Cry forums are full of the same complaints, the failur rate is absolutely ridiculous!
greks224's Avatar - Comment posted on 03/28/2009 12:21
greks224
Just picked it up via Goozex, and still need to play it. It sounds fun once I get the hang of the stealth, but often when given the choice I'll take the "easier" run and gun choice.
Like in MGS3, there was a good reason to use stealth, whereas in 4, I just run and gunned a lot of the game since the controls allowed me to.
Demtor's Avatar - Comment posted on 03/28/2009 13:54
Demtor
So many good ideas, but such a failure of a game.
Eschatos's Avatar - Comment posted on 03/28/2009 15:40
Eschatos
Far Cry 2 would be good if a massive patch/mod came out that made vehicles decent, stopped constant respawns, and fixed other annoying bugs/features. Until then it is at best mediocre.
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