8/29/2023 0 Comments Far cry 6 multiplayerIt was frustrating at the time, but we can laugh about it now!” I worked like that for two weeks before it was fixed. So, I would have to make my changes within seven minutes, then the editor would crash, and I would have to wait for five more minutes for it to boot up. “At one point there was a bug in the editor where it would crash every seven minutes,” Ditte remembers. Massive had a lot of online experience but had to learn a whole new online infrastructure to make the modes work. It could take 24 hours for changes a developer made to be integrated, so there was no fast way to test to see if what they had done worked or not. The engine Far Cry 3 was built in was not made for online multiplayer, and the editor used to put everything together was not made for it either. The lead studio and the single-player game had their own problems, so communication was not always the best and we did not always get the attention we might have needed.” Game Director Ditte Deenfeldt, worked as Associate Lead Game Designer on Far Cry 3 multiplayer She had joined Massive on the same day that Activision Blizzard put the studio up for sale in 2008. “Making the multiplayer was hard,” Game Director Ditte Deenfeldt, who worked as Associate Lead Game Designer on the co-operative part of the Far Cry 3 multiplayer, says. So far so good.” But as David points out in the book, it would turn out to be a major challenge. “The plan at Ubisoft HQ was that Montreal would create an awesome single-player experience, and Massive would add the online components. “Far Cry 3 was intended to be our Ubisoft ‘university’,” Massive’s former Managing Director, David Polfeldt, wrote in his book The Dream Architects. They also added the ability to chat via text and voice while waiting for games to start, a feature that World in Conflict had pioneered and was groundbreaking for multiplayer games at the time. The answer to that question would have a significant impact on the Far Cry 3 multiplayer experience – once a match was over, the team that won could choose between “killing” or “sparing” the best performing player of the opposing team in a rather gruesome post-match scene. What is a multiplayer match?”, “how long are they, what is the infrastructure like, what systems are important? As they played other games, they asked themselves questions like “what is a multiplayer match?”, “how long are they, what is the infrastructure like, what systems are important?”. It was not just gameplay that the team mulled over. “We wanted to keep the quick matches, perfect for those lunch breaks.” “We often thought of World in Conflict more like a first-person shooter PvP game than a real time strategy game,” Johan says. RTS / RTT game World in Conflict included a PvP mode They wanted the same quick matches that World in Conflict had. While World in Conflict belonged to a completely different genre, the team still looked to their previous creation to find inspiration. Having a Player versus Player multiplayer was not new to Massive – World in Conflict had a PvP mode already. When we started development on the Far Cry 3 multiplayer, we already had a lot of thoughts and ideas on what we wanted to do and what we wanted to improve.” “We did a lot of research, looked at the competition, tried to understand the genre to find out what we liked and did not like. “Once we went to the local game store and bought 70 copies of Battlefield: Bad Company and Call of Duty 4: Modern Warfare,” Johan says. Now the developers had to not only work in a brand-new genre, but they also had to move from PC-only to consoles. When Ubisoft acquired Massive from Vivendi in 2008, the studio mostly had experience with real-time strategy games, having developed classics like World in Conflict and the two Ground Control games. “We were playing games like Battlefield and Call of Duty together on our lunch breaks, so we already knew a lot about the genre, even if we had never developed an FPS before.” Senior Quest Producer Johan Oldbring, worked as Associate Producer and Live Producer on Far Cry 3 “We were already playing a lot of first-person shooters at the office when we got the mission to create the multiplayer for Far Cry 3,” Senior Quest Producer Johan Oldbring, who worked as Associate Producer – and later Live Producer – on the game, says. But what was it like for Massive, who had just joined Ubisoft, to develop multiplayer for such a blockbuster title? With Far Cry 3 turning 10 years old this year, we sat down with some of the developers that worked on it to find out more.
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