Un arco narrativo principale c'è, e si dispiega attraverso eventi e narrazioni pre-impostate; per il resto, sarà il comportamento del giocatore a far sì che vengano selezionati determinati sotto-archi narrativi piuttosto che a dettare determinate reazioni e configurazioni del mondo di gioco:
According to narrative designer Patrick Redding, gameplay revolves
around a player walking into towns or environmental spaces and playing
two factions against each other. As the 50 square kilometer world is
explored, you'll wind up taking on missions for each faction, killing
NPCs, and generally affecting the game world, all of which impacts your
infamy rating.
This rating is important because it's the hinge on which nearly all
narrative development swings. It affects how NPCs, both friendly and
hostile react to you, how your occasional companion NPCs regard you,
and ultimately how much health you have.(leggi l'articolo)
E incredibile ma vero... c'è stato anche Madden tra gli ispiratori di Far Cry 2:
Ubisoft Montreal learned a valuable lesson from sports games, revealed
Patrick Redding during a lecture on the narrative design of Far Cry 2. [...] Something big -- a game-winning catch -- can happen in Madden,
and that particular event, and the specific elements that surround that
key experience, become an epic moment in a player's mind. I created that -- it happened to me! The Far Cry 2
team is importing this concept into its free-form FPS and building a
gameworld with unscripted highlights -- minus the Maddenisms. (da kotaku)
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