FarCry2 was great, but it received a lot of confused criticism.
I personally think this is because not many people really knew exactly what the issues were apart from the rapidly respawning enemies.
After much thought, I've thought of some small ways which would have, in my opinion, made FarCry 2 a more immersive and believable experience.
Players often complained about the lack of a sense of achievement / a sense of leaving an impact in the game world.
One way the developers could have really improved this shortcoming was by adding an adaptive A.I system which would simply make it that, while on a mission for a faction (be it APR or U.F.L.L), MOST of that faction WILL NOT BE HOSTILE towards you.
For example; a specific faction vehicle may pass you, and instead of chasing you with all guns blazing as in FarCry 2, they simply pass you with a wave, or cheering if you've been a great help to their faction over many missions.
Perhaps they'll give you some reassuring dialog if met on foot or while walking through an allied outpost; offering you a drink and a resupply of ammo as they do so.
This would have created a satisfying sense of believability and not completely alienated the player, which FarCry 2 seams to do.
Also, the more missions you complete for a faction, the more the effect should stack. This would let you become more popular within that faction and you would be more likely to receive bonuses and physical help from your allies.
This acceptance from a faction could have been used to great effect by the designers.
For example, the player should have been able to hire a member from their current mission faction as a buddy. This buddy would drive around in the passenger seat with you if asked, (maybe speaking up occasionally if he sees the diamond tracker responding or taking over driving if you get tired/bored) and could be given commands during combat or travel.
If you are loyal to a faction, you may receive bonuses in the form of Intel on the enemy and possibly early access to some of the games more powerful weaponry.
Thanks for reading peeps of the Escapist (I have more ideas but wanted to keep this relatively short ^^)
So, now that you've finished that marathon of text, we now come to the point of this thread; what ideas do the people of the Escapist have on the subject?
How else, other than what I have written above, could they have improved the experience? Basically, what have I missed and why?
I personally think this is because not many people really knew exactly what the issues were apart from the rapidly respawning enemies.
After much thought, I've thought of some small ways which would have, in my opinion, made FarCry 2 a more immersive and believable experience.
Players often complained about the lack of a sense of achievement / a sense of leaving an impact in the game world.
One way the developers could have really improved this shortcoming was by adding an adaptive A.I system which would simply make it that, while on a mission for a faction (be it APR or U.F.L.L), MOST of that faction WILL NOT BE HOSTILE towards you.
For example; a specific faction vehicle may pass you, and instead of chasing you with all guns blazing as in FarCry 2, they simply pass you with a wave, or cheering if you've been a great help to their faction over many missions.
Perhaps they'll give you some reassuring dialog if met on foot or while walking through an allied outpost; offering you a drink and a resupply of ammo as they do so.
This would have created a satisfying sense of believability and not completely alienated the player, which FarCry 2 seams to do.
Also, the more missions you complete for a faction, the more the effect should stack. This would let you become more popular within that faction and you would be more likely to receive bonuses and physical help from your allies.
This acceptance from a faction could have been used to great effect by the designers.
For example, the player should have been able to hire a member from their current mission faction as a buddy. This buddy would drive around in the passenger seat with you if asked, (maybe speaking up occasionally if he sees the diamond tracker responding or taking over driving if you get tired/bored) and could be given commands during combat or travel.
If you are loyal to a faction, you may receive bonuses in the form of Intel on the enemy and possibly early access to some of the games more powerful weaponry.
Thanks for reading peeps of the Escapist (I have more ideas but wanted to keep this relatively short ^^)
So, now that you've finished that marathon of text, we now come to the point of this thread; what ideas do the people of the Escapist have on the subject?