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	<title>Comments on: Africa Wins Again: Far Cry 2&#8242;s literary approach to narrative</title>
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	<link>http://infovore.org/archives/2008/12/22/africa-wins-again/</link>
	<description>a weblog by Tom Armitage</description>
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		<title>By: Game Retail Store » GameSetInterview: &#8216;Moved By Mod: Dear Esther&#8217;s Dan Pinchbeck&#8217;</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-150852</link>
		<dc:creator>Game Retail Store » GameSetInterview: &#8216;Moved By Mod: Dear Esther&#8217;s Dan Pinchbeck&#8217;</dc:creator>
		<pubDate>Sat, 27 Jun 2009 15:57:56 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-150852</guid>
		<description>[...] look right back and take something like Tomb Raider; I was reading this article by Tom Armitage in InfoVore about Far Cry 2 the other day, and he talks about Africa being almost a character in [...]</description>
		<content:encoded><![CDATA[<p>[...] look right back and take something like Tomb Raider; I was reading this article by Tom Armitage in InfoVore about Far Cry 2 the other day, and he talks about Africa being almost a character in [...]</p>
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		<title>By: Steve Gao</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-142654</link>
		<dc:creator>Steve Gao</dc:creator>
		<pubDate>Sun, 29 Mar 2009 23:07:36 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-142654</guid>
		<description>LAST! Lol, probably the last person to comment here, but I just wanted to add in my two cents.

Funnily enough I randomly came across this while trying to determine if there were any alternative endings to the game. As already mentioned above I guess the point is that no matter what you do you arrive at the same ultimate conclusion. I think for the people who played the game and were very disappointed with the ending, this argument (that it was an intentional thing to make one single ending) does not really make up for it.

I agree with the majority of the stuff Tom and others said here, at least in spirit. Yes it&#039;s hard to compare Far Cry 2, a game, to a traditional piece of literature because games as a storying telling medium have so many more elements to them. And in the majority of cases the story telling gets very low priority. Obviously games have a narrative and story. But because they are interactive experiences, not every user is going to experience the same game play or take away from the game the same level of enjoyment. 

I agree that on a superficial level Far Cry 2 did not seem to have all that much story going on. Most of your time is spent exploring the world, instead of watching a story being acted out in cinematic cut scenes or being directed in a linear fashion to move from plot point A to plot point B. But then you realize how much story telling went into making a living, breathing world and it should become obvious that the narrative here is a lot less static (i.e. a one-size-fits-all storyline) then novels, or even most other games, and much more dynamic in the sense of choose-you-own-adventure. 

I do wish the connections to your buddies and to the missions you do had much more emotional impact/interaction. I wish the missions varied more than just kill this dude or blow that thing up or steal this briefcase. But at the end of the day this game is still a FPS not an RPG.

I think people end up sounding pretentious when they have a view that others do not agree with, so this might sound pretentious as well. Apologies in advance. It&#039;s just that I really, really enjoyed this game as an experience. Sure lot&#039;s of game play mechanics and game design elements annoyed me, but the end result that I took away was very positive. I think as a gamer, that is all we really want, is to have fun while we playing it and then taking something meaningful away from the experience.</description>
		<content:encoded><![CDATA[<p>LAST! Lol, probably the last person to comment here, but I just wanted to add in my two cents.</p>
<p>Funnily enough I randomly came across this while trying to determine if there were any alternative endings to the game. As already mentioned above I guess the point is that no matter what you do you arrive at the same ultimate conclusion. I think for the people who played the game and were very disappointed with the ending, this argument (that it was an intentional thing to make one single ending) does not really make up for it.</p>
<p>I agree with the majority of the stuff Tom and others said here, at least in spirit. Yes it&#8217;s hard to compare Far Cry 2, a game, to a traditional piece of literature because games as a storying telling medium have so many more elements to them. And in the majority of cases the story telling gets very low priority. Obviously games have a narrative and story. But because they are interactive experiences, not every user is going to experience the same game play or take away from the game the same level of enjoyment. </p>
<p>I agree that on a superficial level Far Cry 2 did not seem to have all that much story going on. Most of your time is spent exploring the world, instead of watching a story being acted out in cinematic cut scenes or being directed in a linear fashion to move from plot point A to plot point B. But then you realize how much story telling went into making a living, breathing world and it should become obvious that the narrative here is a lot less static (i.e. a one-size-fits-all storyline) then novels, or even most other games, and much more dynamic in the sense of choose-you-own-adventure. </p>
<p>I do wish the connections to your buddies and to the missions you do had much more emotional impact/interaction. I wish the missions varied more than just kill this dude or blow that thing up or steal this briefcase. But at the end of the day this game is still a FPS not an RPG.</p>
<p>I think people end up sounding pretentious when they have a view that others do not agree with, so this might sound pretentious as well. Apologies in advance. It&#8217;s just that I really, really enjoyed this game as an experience. Sure lot&#8217;s of game play mechanics and game design elements annoyed me, but the end result that I took away was very positive. I think as a gamer, that is all we really want, is to have fun while we playing it and then taking something meaningful away from the experience.</p>
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		<title>By: nedrichards.com - nick richards</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-136318</link>
		<dc:creator>nedrichards.com - nick richards</dc:creator>
		<pubDate>Tue, 10 Feb 2009 10:46:05 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-136318</guid>
		<description>[...] you can see, the Web Wins Again.      my del.icio.us       &#160;  (c) nick richards 1999-2009 - also at nickr.org and elsewhere on [...]</description>
		<content:encoded><![CDATA[<p>[...] you can see, the Web Wins Again.      my del.icio.us       &nbsp;  (c) nick richards 1999-2009 &#8211; also at nickr.org and elsewhere on [...]</p>
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		<title>By: Iroquois Pliskin</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-135586</link>
		<dc:creator>Iroquois Pliskin</dc:creator>
		<pubDate>Tue, 03 Feb 2009 10:17:13 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-135586</guid>
		<description>Hi Tom,

I know I&#039;m super-late to the party here but I finally finished FC2 tonight and I&#039;ve been saving this article for when I was done.  

Like you, I was very impressed by the narrative in the game.  I see that some of the  commenters were disappointed by the lack of choice, but I have to say that I think you nailed it here: the way the game compels you into this callous and destructive behavior is the heart of its appeal.  It&#039;s not ludonarrative dissonance (in the perjorative sense) every time the mission-structure pushes the player towards some acts they find morally distasteful.  For a game that is intended as a mass-market release it makes some pretty audacious moves, and it&#039;s to be lauded for that.

Also, props for discussing the Jackal. You call him the &quot;main character&quot; and I think this is accurate if you&#039;re just talking about how memorable he is as a character.  It seems the dialogue and voice acting displeased the commenters here but I thought the scripting and the acting were superb and fit with the character.</description>
		<content:encoded><![CDATA[<p>Hi Tom,</p>
<p>I know I&#8217;m super-late to the party here but I finally finished FC2 tonight and I&#8217;ve been saving this article for when I was done.  </p>
<p>Like you, I was very impressed by the narrative in the game.  I see that some of the  commenters were disappointed by the lack of choice, but I have to say that I think you nailed it here: the way the game compels you into this callous and destructive behavior is the heart of its appeal.  It&#8217;s not ludonarrative dissonance (in the perjorative sense) every time the mission-structure pushes the player towards some acts they find morally distasteful.  For a game that is intended as a mass-market release it makes some pretty audacious moves, and it&#8217;s to be lauded for that.</p>
<p>Also, props for discussing the Jackal. You call him the &#8220;main character&#8221; and I think this is accurate if you&#8217;re just talking about how memorable he is as a character.  It seems the dialogue and voice acting displeased the commenters here but I thought the scripting and the acting were superb and fit with the character.</p>
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		<title>By: Why Did I Vacation in Leboa-Sako? &#171; Playing With Art</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-132836</link>
		<dc:creator>Why Did I Vacation in Leboa-Sako? &#171; Playing With Art</dc:creator>
		<pubDate>Sat, 10 Jan 2009 07:24:23 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-132836</guid>
		<description>[...] and nothing about the narrative. That&#8217;s written about, in incredible detail I might add, by Tom Armitage at Infovore.org. I admit I haven&#8217;t read the whole thing, only to the spoiler warning, and I&#8217;m [...]</description>
		<content:encoded><![CDATA[<p>[...] and nothing about the narrative. That&#8217;s written about, in incredible detail I might add, by Tom Armitage at Infovore.org. I admit I haven&#8217;t read the whole thing, only to the spoiler warning, and I&#8217;m [...]</p>
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		<title>By: nick slick jigaboo</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-132658</link>
		<dc:creator>nick slick jigaboo</dc:creator>
		<pubDate>Fri, 09 Jan 2009 19:34:05 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-132658</guid>
		<description>The gaming community (me included) have been asking for the media of gaming to expanding itself. The potential for art in this media is intriguing. 

Would I rather watch a movie with a wonderful plot that unfolds before me over 2 hours? 

or 

Would I rather be the protagonist of a story that unfolds over 25 hours of play?

the second is far more appealing. But when gamers get what they have been asking for, many reject it. ON the forums all over, gamers
are trashing the game for some minor poorly chosen game design elements. But this game has done more to push the art form forward
than any major release in recent memory. Including the horrible and linear Gears2 and many others blockbuster games.

This game is in many ways the direction forward in my mind. If Far Cry 3 were able to make the story more compelling 10x and your
decisions as a player have more meaning x10. And correct some minor annoyances, we&#039;d have something close to what a great novel
or great movie can deliver. Something even approaching &#039;art&#039;.</description>
		<content:encoded><![CDATA[<p>The gaming community (me included) have been asking for the media of gaming to expanding itself. The potential for art in this media is intriguing. </p>
<p>Would I rather watch a movie with a wonderful plot that unfolds before me over 2 hours? </p>
<p>or </p>
<p>Would I rather be the protagonist of a story that unfolds over 25 hours of play?</p>
<p>the second is far more appealing. But when gamers get what they have been asking for, many reject it. ON the forums all over, gamers<br />
are trashing the game for some minor poorly chosen game design elements. But this game has done more to push the art form forward<br />
than any major release in recent memory. Including the horrible and linear Gears2 and many others blockbuster games.</p>
<p>This game is in many ways the direction forward in my mind. If Far Cry 3 were able to make the story more compelling 10x and your<br />
decisions as a player have more meaning x10. And correct some minor annoyances, we&#8217;d have something close to what a great novel<br />
or great movie can deliver. Something even approaching &#8216;art&#8217;.</p>
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		<title>By: Roger Travis</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-130766</link>
		<dc:creator>Roger Travis</dc:creator>
		<pubDate>Fri, 02 Jan 2009 16:06:25 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-130766</guid>
		<description>Unbelievably great post, as others have said. Thanks.

One quibble, which I hope might lead to further conversation: I think your distinction (which is of course ultimately the Bakthinian distinction) between epic and novel is too facile. Not that it vitiates any of your most important claims, but the epics could change much more in the telling than the &quot;standard version&quot; gives them credit for, which is why I see games as a possible synthesis of epic and novel that for me tends more towards the epic side.

My 360 RROD&#039;d yesterday, or else I&#039;d be play FC2 right now, but from what I&#039;ve read here and nearly everywhere, we seem to be talking about the same kind of moment in the history of a genre that gave us Achilles&#039; refusal to go back into battle.</description>
		<content:encoded><![CDATA[<p>Unbelievably great post, as others have said. Thanks.</p>
<p>One quibble, which I hope might lead to further conversation: I think your distinction (which is of course ultimately the Bakthinian distinction) between epic and novel is too facile. Not that it vitiates any of your most important claims, but the epics could change much more in the telling than the &#8220;standard version&#8221; gives them credit for, which is why I see games as a possible synthesis of epic and novel that for me tends more towards the epic side.</p>
<p>My 360 RROD&#8217;d yesterday, or else I&#8217;d be play FC2 right now, but from what I&#8217;ve read here and nearly everywhere, we seem to be talking about the same kind of moment in the history of a genre that gave us Achilles&#8217; refusal to go back into battle.</p>
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		<title>By: Mapping the Brainysphere: 29 blogs switched-on gamers should read &#171; Subject Navigator</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-130744</link>
		<dc:creator>Mapping the Brainysphere: 29 blogs switched-on gamers should read &#171; Subject Navigator</dc:creator>
		<pubDate>Fri, 02 Jan 2009 13:27:33 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-130744</guid>
		<description>[...] the blog of Tom Armitage, was suggested by Christopher Hyde in the comments. &#8216;Africa Wins Again: Far Cry 2’s literary approach to narrative&#8217; is a passionate and stunningly insightful analysis of Far Cry 2, and well worth [...]</description>
		<content:encoded><![CDATA[<p>[...] the blog of Tom Armitage, was suggested by Christopher Hyde in the comments. &#8216;Africa Wins Again: Far Cry 2’s literary approach to narrative&#8217; is a passionate and stunningly insightful analysis of Far Cry 2, and well worth [...]</p>
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		<title>By: Frankie Godskin</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-130466</link>
		<dc:creator>Frankie Godskin</dc:creator>
		<pubDate>Wed, 31 Dec 2008 19:33:24 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-130466</guid>
		<description>I don&#039;t think we played the same game. Far Cry 2 was a shallow, generic FPS that was mostly aimless driving, occasionally broken up by tedious firefights. It was broing. And the most telling statement of your article was this:

&quot;I couldn’t take the choices any more. They didn’t amount to anything. I saved the bosses I loathed and murdered the ones I liked simply to avoid the strain of extra transport. And, as it matters, it came to nothing: the others died as well, all at my hands. Did that justify my earlier lack of morals, or did it only throw them into greater relief? Who knows.&quot;

EXACTLY. Your choices made no difference at all--the game decided you had to kill everyone, and that&#039;s what yo had to do. The choice was an illusion, just like your buddies, who were merely gameplay mechanics. I didn&#039;t care about my buddies. I did their missions and let them die.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think we played the same game. Far Cry 2 was a shallow, generic FPS that was mostly aimless driving, occasionally broken up by tedious firefights. It was broing. And the most telling statement of your article was this:</p>
<p>&#8220;I couldn’t take the choices any more. They didn’t amount to anything. I saved the bosses I loathed and murdered the ones I liked simply to avoid the strain of extra transport. And, as it matters, it came to nothing: the others died as well, all at my hands. Did that justify my earlier lack of morals, or did it only throw them into greater relief? Who knows.&#8221;</p>
<p>EXACTLY. Your choices made no difference at all&#8211;the game decided you had to kill everyone, and that&#8217;s what yo had to do. The choice was an illusion, just like your buddies, who were merely gameplay mechanics. I didn&#8217;t care about my buddies. I did their missions and let them die.</p>
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		<title>By: Nels Anderson</title>
		<link>http://infovore.org/archives/2008/12/22/africa-wins-again/comment-page-1/#comment-130095</link>
		<dc:creator>Nels Anderson</dc:creator>
		<pubDate>Mon, 29 Dec 2008 18:16:14 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=2110#comment-130095</guid>
		<description>I&#039;ve thought about this in other contexts, but FarCry 2 really brings it into stark relief- should a game that has nihilism and futility as its essence actually be fun? Obviously it has to be, or no one (likely including high-minded folks like me) would play it. But then how do you reconcile making large scale killing fun and still have something interesting to say about violence and conflict? FC2 managed to do this brilliantly. I don&#039;t think a lot of folks have noticed it, but I&#039;m glad Tom and some others have.

The progression from barely surviving with rusted, jammed weapons to being virtually indestructible with the best guns money can be is poignant. It&#039;s not just game-ish upgrading of weapons, it&#039;s telling a story about foreign involvement in conflict. Listening to the Jackal&#039;s tapes where he discusses this makes is quite clear this progression was deliberate.

There&#039;s a lot going on in FC2 and I applaud Tom and others for drawing these things out. I believe that if FC2 hadn&#039;t come out during the Fall Glut, there would be a lot more conversation about it.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve thought about this in other contexts, but FarCry 2 really brings it into stark relief- should a game that has nihilism and futility as its essence actually be fun? Obviously it has to be, or no one (likely including high-minded folks like me) would play it. But then how do you reconcile making large scale killing fun and still have something interesting to say about violence and conflict? FC2 managed to do this brilliantly. I don&#8217;t think a lot of folks have noticed it, but I&#8217;m glad Tom and some others have.</p>
<p>The progression from barely surviving with rusted, jammed weapons to being virtually indestructible with the best guns money can be is poignant. It&#8217;s not just game-ish upgrading of weapons, it&#8217;s telling a story about foreign involvement in conflict. Listening to the Jackal&#8217;s tapes where he discusses this makes is quite clear this progression was deliberate.</p>
<p>There&#8217;s a lot going on in FC2 and I applaud Tom and others for drawing these things out. I believe that if FC2 hadn&#8217;t come out during the Fall Glut, there would be a lot more conversation about it.</p>
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