Branching Dialogue: Wild file preservation (and other Far Cry 2 stuff)
Presenting Branching Dialogue, a weekly, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.

Why? Well, now that I've saved that paragraph for the last time, I'm just going to have to figure that out as I go along.
If you're playing Far Cry 2 on the PC, I have a single request: Do not use quicksave! I don't care if you snap an elastic band on your wrist when the urge hits, or detach the relevant function key and hide it under your pillow. Whatever you do, please don't press a button that magically freezes the world, preserving it for your immaculate return should your plan of action diverge from perfection. Far Cry 2 is aggressively opposed to perfection -- it's about conflict, discovery, improvisation and best of all, things going catastrophically wrong.
Though it makes all the practical sense in the world, a gamer's habit of subconsciously pounding the quicksave key, whenever uncertainty rears its nondescript head, renders the game impotent. With a press of a button, you're robbing it of danger and reducing truly memorable moments to ephemeral blips of excitement. If your actions can be undone so easily, wherein lies the achievement of having, well, done them?

This is your hand if I catch you reaching for the quicksave key.
"If your actions can be undone so easily, wherein lies the achievement of having, well, done them?" |
Or rather, "Now what?" It's not a question I find myself asking very often, because most games are entirely predictable. You're thrown into a linear tunnel of fun and taught what to do and how to do it. If you learn the crucial lessons and silently obey the designer's instructions (a concept investigated in last year's BioShock), you will make it to the light on the other side. This works for many games -- I can't complain about the cinematic thrill ride of Gears of War 2, for instance -- but not for Far Cry 2. When your perfectly aimed rocket falls right out of the launch tube, sets the surrounding grass ablaze and summons every enemy in the base that you were supposed to wipe out with precision, you just have to wing it.
How you respond to those consequences (hint: buy new weaponry, older stuff can break down!) opens the game to an unparalleled, unexplored experience, one that's all too fitting for the untamed wilderness. There's no going back, not even if you fall and find yourself on the other side of a gaming cliché: getting rescued. The buddies you associate with will leap into action when you've made a mess of things, something that warrants true, emotional gratitude when your last save was over 40 minutes ago. But your incompetence -- or bad luck -- brings with it another terrible consequence. Your buddy might lose everything, including his life.

And here we have "Plan B."
"Can you let yourself go into the wild, knowing that the safety net is gone?" |
As you near the end of the hunt, you're increasingly tasked with doing more and more monstrous things, like destroying medicine caches and assassinating kings in your quest for victory. Such is the influential nature of Far Cry 2's war-torn Africa. Catching The Jackal -- and to put it bluntly, "beating the game" -- hinges on your ability to adapt and brave the fires that you've helped set. If you take that to mean the literal fires propagated by the game's graphics engine, then that works too.
Can you let yourself go into the wild, knowing that the safety net is gone? If you can, and are willing to embrace the freedom and uncertainty that the game provides, then you'll love Far Cry 2. But if you still find yourself running down that tunnel of fun -- even when it's not there -- and reach for the quickload whenever you don't like what's ahead of you, you're better off locking yourself in the safe house.
Branching Dialogue is written by Ludwig Kietzmann. He regularly writes posts on Joystiq and also wrote the highly narcissistic blurb you're reading right now (well done for making it all the way to the end, by the way). He can be written to by means of this fairly uncomplicated e-mail address:












Reader Comments (Page 1 of 2)
Kapitan Kramer @ Nov 12th 2008 5:32PM
I am appalled, and I need this game. Please give me back my Xbot, please
Psycho Dad @ Nov 13th 2008 12:04AM
Games shouldn't have saves at all, just like in the Good Old Days (TM). That's real immersion for real game players. The creation of the save-game was the beginning of the end for video games.
And hey, if some of us are 40 with families and work long hours and maybe try to squeeze in a few tight minutes a day to game, why...we shouldn't be playing games at all, should we? PC and console gaming is for people with 20 hours of free time a day to burn, not for those with 20 minutes a day. Including saves in games only invites the wrong kind of people into this type of entertainment, the ones…you know…whose cores are not exactly hard.
United States of Generica @ Nov 13th 2008 5:46AM
+1 Psycho Dad
I wish Ubisoft would fix the widescreen issue though, so in the few minutes a day I have to play games (in between work, Mrs, kids) I could see Far Cry 2 in all it's glory on my widescreen monitor. It's like Bioshock all over again, fingers crossed for next patch.
FSK405K @ Nov 12th 2008 5:54PM
As a completionist, it is far too difficult to play without quicksave, so I guess I'll skip this one as I had already planned.
FSK405K @ Nov 12th 2008 5:55PM
PSYCHOLOGICALLY difficult, not gameplay-wise.
Titanium_Orchid @ Nov 12th 2008 6:00PM
There generally isn't a huge penalty for death in the game. If I die and there is no buddy available to rescue me, I'm generally only set back about 10min.
Finding all 220 (or some number like that) diamonds is a bitch though
Professor Lario @ Nov 12th 2008 5:57PM
Reading this pretty much makes me want to go get this... like right now.
Jerk Face @ Nov 12th 2008 7:24PM
Yep, you sold me on this one, Ludwig old chap.
Beatle Meyer @ Nov 12th 2008 8:09PM
Me too! This sounds like loads (not quickloads, doh) of fun and excitement. It's nice to know that people over think their video games as much as I do. I loved the post. Keep it up, Big boy.
Courtney @ Nov 13th 2008 3:09AM
Agreed. I was mildly curious about FC2 before now, but am quite intrigued now.
Dravean @ Nov 12th 2008 6:02PM
good read, you got me reconsidering this one!
BxGT @ Nov 12th 2008 6:11PM
I will take your no quick save theory into account when i buy this game but not to the point were the game becomes frustrating.Some gamers don't have three or four hours to beat a level, we do have jobs and hopefully social lives.
dantebk @ Nov 12th 2008 6:05PM
Great article, Ludwig.
I normally save as often as possible so I never have to do the exact same thing twice. I would consider playing the way you suggest, but first I need the NXE so I can install games on the hard drive. I have to load too many saved games because of game freezes or disc read errors for my comfort at the moment. It's one thing to restart because I suck, and it's another to restart because of my Xbox's flaws.
(And I have cleaned the disc drive, and it does help, but it's still a problem sometimes)
danny. @ Nov 12th 2008 6:10PM
I see what you did there... with the first paragraph I mean, well done
Tango Charlie @ Nov 12th 2008 6:14PM
Amen. Compulsive saving ruined "Bioshock" for me. It got to the point where I was saving almost before each corner, in case I wasn't able to make it through the next section with enough ammo or health left. It wasn't until the end of the game I realized how much this sapped the tension from the experience. Wasted a lot of time watching that "Saving..." screen, too.
Sadly, I have yet to allow myself to be saved by a buddy. Next time it comes up, though, I'll go with it.
I'm playing FC2 on the XBOX now, and they've done an extremely thoughtful job implementing the save system. Finally, an open-world game that gives you the option to save after each leg of a mission is complete. Thank you, Ubisoft dudes. I still find myself timidly hitting most of the safe-houses I come across, especially before what I know will be a big battle, but their distribution across the map leaves some opportunity for tense moments.
Tango Charlie @ Nov 12th 2008 6:16PM
Hey, the system futzed up my comment. Paragraph 2 (ending in "go with it") was supposed to be paragraph 3.
Dr. @ Nov 12th 2008 7:39PM
That's strange, considering Bioshock's death penalty was... uh... nothing?
RiccochetJ @ Nov 12th 2008 7:54PM
Not if you turn on hardcore mode with vita-chambers off! Stupid achievement *shakes fist*
FSK405K @ Nov 12th 2008 8:11PM
I've sadly halted most of my non-multiplayer PC gaming because of quick save. I miss Mario dropping into the hole and the game being over.
geminibros @ Nov 12th 2008 6:19PM
This is an excellent set of observations. I reviewed the game myself on a console, so quicksaves never even entered the equation. But the game is very effective at letting you build your own emotional attachments with it at every turn, and part of that definitely has to do with the time investment and the fear of losing. It's similar to how survival horror games work, but with very different results.
machus @ Nov 12th 2008 6:20PM
Another thing is making due with what weapons you have. Sure you can try and plan the perfect weapon loadout when you start a mission but when you are doing missions for your buddies it is often 2-3 missions back to back. Pick the weapons you think you going to need and just go do it. So what if some IED's, sniper rifle and a RPG isn't the best choice for rescuing a buddy. The joy is making it work with what you have. You may end up with 10 bullets left in your gun, and you have to decide will it be enough or should one pick up a gun from an enemy and hope it doesn't jam.
It also lets you think down multiple paths, instead of a linear shooter of its always being go forward here you can think about your actual retreat if things go bad.
eldee @ Nov 12th 2008 6:19PM
i mentioned this very same argument in a post that was giving FarCry2 10/10's and whatnot. The save system is bad.. in the PC they shouldn't have added a quicksave, it was tacked on. Imagine how lame Dead Space for PC would've been with a quicksave. No penalties, no fear, and ultimately a boring waste of time.
FarCry2 is great if you can resist the urge to quicksave, but unfortunately many cannot.
GenBanks @ Nov 12th 2008 6:20PM
Very good article.
However, I would defend the use of quicksaving by saying that you're essentially doing the same thing with quicksave as without.
For example:
-Without quicksave-
1)Leave safehouse for objective, someone to kill inside a building.
2)Find a high vantage point. Snipe away enemies.
3)Get down from the vantage point, frontal assault on building.
4) Get killed at the door because more people than you expected are inside.
Start all over again from safehouse but this time don't go via the door, go via the side and find a fixed MG making it easier to finish off enemies. Go inside and complete objective.
-WITH quicksave-
1) through 4) exactly the same. However, when you get killed, you reload closer to the point in time when you can go around the flank and perform the alternate method.
So at the end of the day, I'd argue that quicksave doesn't remove the feeling of freedom and trying different things. In both situations, you will retrace your steps to some extent, to get to the point at which you made the wrong decision. Quicksave just makes it faster to go back to the point in time when you made the wrong decision.
I still agree with you to some extent though. The best situation might be for a spawn/save system in a freeform single player game that is similar to something like WoW, where you 'log out' of the game rather than 'saving'.
#28 @ Nov 12th 2008 7:34PM
Totally.
'Specially your last point.
Branden @ Nov 12th 2008 7:55PM
I think the point is that its more exciting when you have to be more careful in the first place..instead fo jsut thinking you took everyone out and running in..maybe if you were more careful you would have found that MG in the first place?
Monkeys Suck @ Nov 12th 2008 8:03PM
See, you completely missed the point of this article. The point of this article was to show that we've become dependent on the quicksave/autosave and, even though it becomes annoying, we lose that fear of death with it. It makes you think more without that. You're obviously a tunnel person.
FSK405K @ Nov 12th 2008 8:12PM
You forgot to include two quicksaves between each of your steps.
GenBanks @ Nov 12th 2008 8:17PM
Like I said in my post, I agree with that general concept. But in Far Cry 2 I'm saying that you don't come any closer to achieving the lifelike freeform experience by using quicksave than you are by using the safehouse save system.
In the case of Far Cry 2 it comes down to using self discipline to increase immersion by not to abusing the mechanics of the game to 'succeed' at all costs. Same is true of almost all games (eg fighting a scripted sequence in a war game the way it's meant to be fought, rather than the easiest way to win etc). So even with quicksave you can choose to carry on despite the fact that your mistake caused your friend to die, or you died and had to be rescued, or you killed the King even though it seemed he was about to make you an offer.
Using quicksave doesn't make you more of a tunnel person, because you can be a tunnel person without it too. It's a mindset, and no games except MMOs force you to live in the world as though its a true world.
Haggard @ Nov 12th 2008 6:23PM
Perhaps some of the reason I felt the game wasn't very engaging was that I used the quicksave a bit too often, but I fear that a lot of the things people praise the game for are either unintentional or not particularly impressive in practice.
For instance, the PC Zone review game it a +1 because the voice acting was flat and emotionless, which it decided helped convey the lack of hope and cold money-driven politics of war-torn Africa. That's the kind of thing you say to blag some marks in an exam about Shakespeare, not a valid argument in a review!
While I did enjoy some of the things you mention quite a lot, e.g. the feeling of embarking on an adventure out into the wild, and the sheer freedom in combat; it would have been far better if I'd felt like I was actually following a storyline when doing them. In reality it felt like I was just completing a series of challenges, like bonus stages in Portal or Mirror's Edge.
Now vote me down again bitches!
Graham Wellington (formerly tyrone washington, or marsha goldberg) @ Nov 12th 2008 6:59PM
i agree with the voice acting, it isn't good and doesn't in some weird way make it better or a "cold environment". it just comes off like cue card reading with no natural pauses or breaks.
my biggest complaint so far is the freaking mountains or rocks everywhere, i love being able to attack at any place but a lot of times you're limited due to the map being just roads or rocks in the way.
Dirk Dorkelson @ Nov 12th 2008 6:53PM
Wonder if that means that Far Cry 2 is destined for, "The worst thing about the game is the save system!" complaints. Reading this column, it reminds me of a lot of the same thoughts I had about Dead Rising's save system, which most gamers seem to have hated. I, on the other hand, thought it was brilliant. Free from the tyranny of a game that lets you save anywhere, and keep multiple saves in case you "screw up," I felt strangely liberated.
FSK405K @ Nov 12th 2008 8:14PM
Concur that Dead Space's save system is ideal. Autosaving every 500 meters makes you less tempted to go and just mess around.
Graham Wellington (formerly tyrone washington, or marsha goldberg) @ Nov 12th 2008 6:55PM
so like the rifles that jam. you can get a rocket launcher that the rocket just falls out of? wow that sucks/is amazing all in one. finally a game where the world isn't perfect.
however i've yet to see an enemy's rifle jam. do they carry cans of wd-40 on them or somesings?
NaeemTHM @ Nov 12th 2008 7:02PM
*slow claps*
Well said Ludwig. I bought the game over the weekend and have loved every minute of it. It hearkens back to the days of NES when running out of lives meant you had to replay an hour of the game. It really makes you feel like losing is not an option.
It's a shame Far Cry 2 will probably be forgotten in the coming months while the same-same gameplay in Gears 2 will be touted as Game of the Year material.
Dan CiTi @ Nov 12th 2008 7:16PM
I liked this game better when it was called STALKER.
#28 @ Nov 12th 2008 7:28PM
You liked it better when it was an unplayable, buggy mess set in a nuclear wasteland?
SeriousKriss @ Nov 13th 2008 4:46AM
#28: For all it's bugs, STALKER is still arguably a better game than FC2. I can only think of FC2 as the FPS equivalent of Assassin's Creed, a game I couldn't enjoy past the first hour.
#28 @ Nov 12th 2008 7:32PM
The game should have have more save points and done away with the quick save.
/spoiler
Especially at the end, I was quicksaving every few minutes just because there wasn't any fun in backtracking the same five minute walk over and over again.
Anyone else hate the ending? I got one where the Jackal offered me the battery or the diamond case. Either way, I got the same lame cutscene at the end.
Zach S @ Nov 12th 2008 7:59PM
I find I have this feeling with a lot of games- some, like Splinter Cell, even find me compulsively saving, every minute or so, and conserving every bit of ammo or gagetry, even if, by the end of a level, I barely used anything at all. Wouldn't be so much nicer to just totally forget about saving at all, and just wing it?
Well, this proves true UNTIL you make one critical mistake and suddenly you're dead, and you have over 15 minutes to do over again. It's not so bad, maybe, the first time. But let's say you make the same mistake again. And again. It just gets increasingly more frustrating and time-consuming than if you could just reload a save from, let's say, 2 minutes ago.
But, if I ever do give Far Cry 2 a try (I may very well rent it), I will try to keep what you've said in mind.
FSK405K @ Nov 12th 2008 8:15PM
You and I are perfect proof that the problem isn't that quicksave exists, it's that we have no willpower to not use it as a crutch.
Monkeys Suck @ Nov 12th 2008 8:06PM
This reminds me of an incident with my friends a few weeks ago. I introduced them to the wonders of the Mega Man series, especially Mega Man 9, and all my friends unanimously said that they wouldn't play it because it was too difficult/not enough checkpoints. Yet, a couple hours later, one of those friends was playing the COD4 campaign and repeatedly dying and starting over until he got to one of those interval auto-saves. To this day, I don't understand how he still found a game fun when all he was doing was riding the auto-save to victory.
Monkeys Suck @ Nov 12th 2008 8:07PM
By the way, Ludwig, GREAT article. I forgot to say that in my post. I was on the fence with Far Cry 2, but just because of the random weapon failure, I'm gonna have to get it. It's part of the same reason I'm getting Left 4 Dead - too random each time you play.
Tony Bowman @ Nov 12th 2008 8:33PM
for the record, the Xbox 360 and PS3 versions don't have a quicksave option at all. You HAVE to trek to a safehouse, faction headquarters or weapons dealer to save.
and great article! this is what we need more of on the 'stiq!
Corion @ Nov 13th 2008 11:35AM
I thought this was about the fact that every time you quicksave actually creates a new save file on your hard drive. Most games have a single quicksave slot that is overwritten every time you quicksave. Other games have a set of 3-10 quicksave slots that it cycles through each time you save.
After playing this game for a few days, I have like 3 Gigabytes in quicksave files. The game actually takes about 30 seconds to parse through all my save files when I try to Save/Load through the menu.
WRE @ Nov 12th 2008 11:29PM
I need to start playing this more. Damn you Dead Space and Gears 2! Damn you all to hell!!!
sonubhai @ Nov 13th 2008 1:09AM
got farcry 2 yesterday. The graphics are amazing playing it in surround sound it was awsm. good work.
sonubhai
www.wanderinggoblin.com
Nathan @ Nov 13th 2008 1:40AM
This game is more fun than the sum of Fallout 3 and Fable 2, perhaps even the product. Although I habitually click f5 to save at any opportunity, it is merely as a precaution because my dog (who sits on my lap as I play) will sometimes smack the space key causing me to jump as I was attempting to sneak about. Or even worse, she hits the key I have grenade mapped to.
Poddington @ Nov 13th 2008 3:59AM
Farcry2 when you first load it looks beautiful. As you are guided round your new home in a Half-Life-esque ride you learn about what's going on and before long you are struck with Malaria and fighting for pills.
Whatever your reasons for going to Africa, you are now here for Malaria Pills and Tha Jackal is but something else to do.
The world is pretty, but soon you'll be annoyed by it. Non-existant herds of Gazelle roam the Savana being stalked by invisible Lions that don't really exist. Check Points restock with bad guys EVERY bloody time you pass through them and eventualy the wonderment of sneaking up to one and killing the people becomes charging through in your wind up jeep and then stopping to kill any who dared follow you. Even the telecope you have to 'scout' check points is forgotten, because you can speed into the middle, get on your machine gun and kill everyone and then walk upto thne ammo box and save yourself 20 minutes.
Missions are dull and repetitive and you just arewn't given any reason to want to complete or do anything in the game. How come when you have to stop an Arms escort it's going round in a circle and doesn't stray from the path even when you start shootng at it? That's just laziness. But then the game is just lazy.
Halfway through the game changes to a bigger map with more of everything, but the chances of getting half way throguh without going into a) a coma or b) rage and uninstall the game then break the CD, is very rare.
Ludwig Kietzmann @ Nov 13th 2008 7:14AM
Sorry to hear you didn't like it. Personally, I haven't found a single mission to be repetitive -- especially since the game doesn't encourage you to complete them in any specific way.
And yes, you CAN wipe out checkpoints in the most boring and repetitive way possible if you want, but that sounds like a self-inflicted problem to me.
United States of Generica @ Nov 13th 2008 5:45AM
+1 Psycho Dad
I wish Ubisoft would fix the widescreen issue though, so in the few minutes a day I have to play games (in between work, Mrs, kids) I could see Far Cry 2 in all it's glory on my widescreen monitor. It's like Bioshock all over again, fingers crossed for next patch.