Thursday, December 4, 2014

News::'Far Cry 4' And The Problem Of Too Much To Do

Forbes: A week or two ago, Erik Kain wrote a great piece on the gamification of many RPGs, namely how inserting a crafting system into any and every game that can hold one is killing a lot of the inherent fun of loot. Requiring players to collect 20 plants or 30 metal scraps in order to build something is a little mini-game inside games like Dragon Age: Inquisition that really wouldnt lose much without it, and would gain a less cluttered world as a result. I want to expand on that idea of clutter and how it relates to Far Cry 4 specifically. Though Far Cry will be my touchstone, given that Ive sunk 30 odd hours into its the past two weeks, these lessons can translate to Ubisofts other flagship open world franchises, Assassins Creed and Watch Dogs, but also games like Just Cause, Grand Theft Auto, or even Dragon Age.



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