Sunday, 2 April 2017

How Far Cry 3 Failed at Story

Far Cry 3 is a video game. That's the start, end, and sum of all of its issues.

Source
This is a very odd game, looking back. It's been almost 5 years since it released and it continues to be a very present game. People look back on it fondly in a lot of ways, and in many areas I do have to agree with them. The actual gameplay is very good, particularly once the wingsuit is relinquished to the player. It gives a lot of choice to the player in the gameplay, and is a nice mix between keeping things at a good pace while also giving the player a lot of freedom.

I'm not here to talk about the gameplay, however. It works, it is good, etc. etc. That's beside the point. The far more interesting bit, and where I think it fails, is in the, well everything else. This is a game that quite honestly falls flat when it comes to everything but the gameplay. It tries to have a complex story deconstructing the gameplay and murder key to the game. In doing so, however, it fails to use this in anything but the script, and as a result comes out limp and toothless.

Except for Vaas actually he's a very good villain who really does do an effective job of communicating conflicting themes and overall pulls things together very nicely with some great voicework and brilliant monologues seriously he's like a character dropped in from a different much better writer

cough

See, here's the thing about Far Cry 3: it's ostensibly about deconstructing the violence in the game and how it erodes the main character's morality and sanity. Not exactly a bad idea for a game. You have to remember, back in 2012 things were pretty different. The violent AAA game was still being played pretty straight and the landscape for success was a lot more limited in publisher's eyes. We've gotten quite a few games going after that nowadays, but back then this was still a fairly new concept when applied to a big game.

The story is... well it's OK. I don't think the writers did a phenomenal job of it, but the core of the script is fine and for the most part I think they had a pretty solid thing going. It does tend to stumble sometimes, but I think for the most part they had a very basic idea going that could have been fleshed out very well. And like I said, whoever wrote Vaas definitely deserved a pay raise. Of course, it also stumbles sometimes, mainly whoever decided Vass should have been replaced with Hoyt should have been fired. But by and large, when I talk about Far Cry 3's story being bad, I am not talking about the writing.

People absolutely love throwing around the term ludonarrative, I've done it before even. I do really like this term, however, because it gives a vocalization to the idea of story and gameplay working together. It's really cool to see a game doing this right! It's also really interesting when it, erm, all falls apart.

It is quite obvious in retrospect that the game designers and story writers were not working so closely. Separately, they're fine as ideas and even mostly in execution in game. Neither works so well when combined, however. Far Cry 3, in what I think was likely some accident of miscommunication, tries to have its cake and eat it too. This is kinda tricky to explain, but let's take a look at 3 different parts of the game and I hope this'll become clearer.

Going forward I'm going to assume you've played the game or at least know the story, as it'd take too much time to explain otherwise.

In the Beginning
Far Cry 3 has a pretty effective story opening, I think, and hell, I think the gameplay for the most part helps out here. It's a tad out of your control, but that generally works to its advantage and you are for the most part in the same shoes as Jason. Out of control, confused, and maybe a wee bit scared. It works, it's not genius, but it's a pretty effective opening and makes the tone of this game known to you from square one.

And then you get in control of Jason, and the illusion just all falls apart.

See, here's the thing. Jason will act and talk like a scared kid in the opening portions of the game, which makes sense. However, it doesn't gel with the gameplay at all. You handle a machete in the same way at the start and end. Your gun accuracy? Always perfect. You'll run through combat just as flawlessly the first time as you do at the end.

The issue here is that this is not at all what's happening in the story. Ostensibly, Jason is terrified, has no idea what the hell he's doing, and barely even knows how to shoot a gun in a firefight. And then you get plunked into a firefight and none of that holds true. The story, in this part of the game at least, is so totally and completely undercut every single time you're in control. I understand that sometimes liberties must be taken, but when the basic acts of moving and shooting are contradicting your story, you may want a second pass at it.

The transition
It's certainly a good idea for a character arc to have Jason slowly enjoy and relish in the violence. It had never seriously been explored in a high profile game before and seeing as games tend to revolve around violence, it's a great fit too.

It was not to last in quality beyond and idea, however. The opening is a little worrying, and those worries just sort of continue and develop throughout the game. The entire game is just... so... static. Nothing ever changes. There is no progression in the gameplay besides the skills you unlock.

While I can perhaps see the intent to have your skills reflect your state of mind as a killing machine, it just doesn't work. How exactly does learning how to cook grenades or getting more health help show the player how Jason is? For that matter, why would an upgrade system work at all in this game?

I'm serious. This game should not have had a skill upgrade system if it was seriously committed to making the gameplay and story work together. The entire purpose of the game's story is that violence without thinking can be easily stumbled into, and any old person could slip into that darkness. That entire point does not gel with letting the player make specific choices on how to progress your killing excellence.

Maybe the idea was that you're somehow complicit in progressing this? It's done really, really badly if that was the intent. The game presents a story of out of control instincts and then hands you a handy menu in which to progress. It just makes no sense. Imagine, if you will, a game where your upgrades are gained by doing specific things. Maybe you learn a new, vicious way to kill from a mission. Maybe after you've killed enough with a grenade you unlock new ways to use it.A menu is just so... direct and against the entire flow. Jason progresses as a character in one part of the game. He progresses as an unlock tree in the next. Does it really have to be this way?

All for what?

Let's be real here; Far Cry 3 fumbles the ending, as it does with everything else. There are 2 endings that you can get by making the choice at the end of the game to kill your friends or not. If you kill them, you get a very, um, let's be delicate and say badly written ending. That's not the point here, seeing as we're looking at the gameplay vs. Story. The point is the other ending, where you just leave the island.

Why does this ending even exist? To fulfill some idea that video games need choice? This screams executive interference, and it just goes against literally everything the story has been building up to this point. Everything is building up to Jason killing his friends. It's obvious. The entire point of the game has been how violence corrupts and takes over one's morality. To give the player the option to say, "no", and go against every single point in the story is just... wrong. End of story. The player should not have had a choice here.

And that's pretty much Far Cry 3's story in a nutshell. OK, but brought low by it's inability to reconcile the gameplay and story. It's clear to me that everyone involved were concerned with making a fun game first, and a story second. While that may be all that is needed, it's disappointing that this is a sequel to a game that got this dynamic so, so right. 

But more on that next time. Thanks for reading!

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