So, finally getting a chance to catch up on some games and cracked open Far Cry 2. Acclaimed for its open world (50 square kilometers of it!) and dynamic narrative, I’ve decided to intentionally play differently as a way to “test” this emerging style of game design.

Far Cry 2

For example, I have NOT researched the Achievements (which I always do with a new game, given I am most definitely a gamerscore whore). While Achievements are meant to be a meta-element of the gameplay, it certainly does direct you in specific ways and/or forces you to make decisions in order to maximize your gamerscore. Also, I’m not going to read any of the online FAQs or walkthroughs.

Additionally, I’m not going to play for 100% “coverage”. Meaning, I’m not going to explore every corner, break every crate, pick up every item, etc, etc (which of course is a style of play many of us of have been trained to perform over the years). And, I’m not going to reload save games, for example, when I miss an objective or a buddy gets killed, etc.

I chatted with both Clint Hocking (creative director) and Patrick Redding (narrative designer) at the last IGDA-Montreal event, and they assure me that the game will never “break” because I missed an item in a crate five missions ago, or that I won’t be able to advance because I need a certain buddy by my side. The game should handle things gracefully and all should appear smooth on the part of the player.

Admittedly, I am feeling a bit of anxiety (especially when running past a pile of crates), but I am enjoying the more “carefree” style of play. Or rather, I’m just playing the game rather than the game playing me!