History Analysis / FarCry3

30th Aug '17 4:56:50 AM HalcyonDayz
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For it's true, the game on its surface plays straight forward. It's a straight forward FPS. Like all games, there are formulas that make us ease into the world, and never question it. There are mini games, driving, hunting, Takedowns, Outposts, Radio Towers, and so forth. In this, there are hallucinatory "sequences" that we passively experience by pressing foward on the Joystick of our game pads. See weird, kooky stuff, watch Jason wake up. Write off the moment as "Wow, check out that game engine!", and get back to the "game" ("Damn, where '''are''' those boars!?").

But as I have to accept the writer wants us to not trust Jason's experience, as I play the game, and reminisce, I have to see threads in this clean "formula" of a sandbox, and pull on them. The moments that don't mesh or make sense. I have to trust the merit of a game as "artistic", that it's a willful creative choice, not an oversight by our maligned "Lazy programmers", or "Evil Corporate CEOs demanding rushed products. As the logic of the game play begins to fall apart, I begin to question the presence of the game, and hopefully with some merit, the relationship of the game experience to the player.

to:

For it's true, the game on its surface plays straight forward. It's a straight forward FPS. Like all games, there are formulas that make us ease into the world, and never question it. There are mini games, driving, hunting, Takedowns, Outposts, Radio Towers, and so forth. In this, there are hallucinatory "sequences" that we passively experience by pressing foward forward on the Joystick of our game pads. See weird, kooky stuff, watch Jason wake up. Write off the moment as "Wow, check out that game engine!", and get back to the "game" ("Damn, where '''are''' those boars!?").

But as I have to accept the writer wants us to not trust Jason's experience, as I play the game, and reminisce, I have to see threads in this clean "formula" of a sandbox, and pull on them. The moments that don't mesh or make sense. I have to trust the merit of a game as "artistic", that it's a willful creative choice, not an oversight by our maligned "Lazy programmers", or "Evil Corporate CEOs [=CEOs=] demanding rushed products. As the logic of the game play begins to fall apart, I begin to question the presence of the game, and hopefully with some merit, the relationship of the game experience to the player.



I don't mean it in a sneering, smart assed way, like I lead you on this whole diatribe before shouting "psyche!" at you. I want to remind you again of my earlier mention of the game's relationship with the player. I want to imagine the game is trying to say something about players, in the same way ''Spec Ops'' does, by turning the protagonist's experiences into a mirror of our own experiences. Just as Jason's experiences might at any time be seen as a hallucination, isn't a video game in itself, a hallucination in its own way? We see fantasies we never would attempt in real life, and become part of narratives in far off lands that realistically, shouldn't happen. We willingly immerse ourselves.

to:

I don't mean it in a sneering, smart assed smart-assed way, like I lead you on this whole diatribe before shouting "psyche!" at you. I want to remind you again of my earlier mention of the game's relationship with the player. I want to imagine the game is trying to say something about players, in the same way ''Spec Ops'' does, by turning the protagonist's experiences into a mirror of our own experiences. Just as Jason's experiences might at any time be seen as a hallucination, isn't a video game in itself, a hallucination in its own way? We see fantasies we never would attempt in real life, and become part of narratives in far off lands that realistically, shouldn't happen. We willingly immerse ourselves.
26th Aug '17 7:42:08 AM valar55
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But as I have to accept the writer wants us to not trust Jason's experience, as I play the game, and reminisce, I have to see threads in this clean "formula" of a sandbox, and pull on them. The moments that don't mesh or make sense. I have to trust the merit of a game as "aristic", that it's a willful creative choice, not an oversight by our maligned "Lazy programmers", or "Evil Corporate CEOs demanding rushed products. As the logic of the game play begins to fall apart, I begin to question the presence of the game, and hopefully with some merit, the relationship of the game experience to the player.

to:

But as I have to accept the writer wants us to not trust Jason's experience, as I play the game, and reminisce, I have to see threads in this clean "formula" of a sandbox, and pull on them. The moments that don't mesh or make sense. I have to trust the merit of a game as "aristic", "artistic", that it's a willful creative choice, not an oversight by our maligned "Lazy programmers", or "Evil Corporate CEOs demanding rushed products. As the logic of the game play begins to fall apart, I begin to question the presence of the game, and hopefully with some merit, the relationship of the game experience to the player.
30th Jul '15 4:25:32 PM nombretomado
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Citra, the fantastic priestess of a warrior people, fantastically sultry, wearing nothing more than a mini skirt and a halter top. Vaas, the ever present force of insanity. Willis, the ridiculously Jingoistic CIA agent who basically references ''ModernWarfare'' with a wry grin. Hoyt, who can be seen like a walking image of the fear of Western Civilization still preying upon third world countries. (I must also remark that Hoyt's body is never found either. You wake up to a room filled with corpses, but never a sign of that greasy yellow shirt of his.)

to:

Citra, the fantastic priestess of a warrior people, fantastically sultry, wearing nothing more than a mini skirt and a halter top. Vaas, the ever present force of insanity. Willis, the ridiculously Jingoistic CIA agent who basically references ''ModernWarfare'' ''VideoGame/ModernWarfare'' with a wry grin. Hoyt, who can be seen like a walking image of the fear of Western Civilization still preying upon third world countries. (I must also remark that Hoyt's body is never found either. You wake up to a room filled with corpses, but never a sign of that greasy yellow shirt of his.)
26th Jun '15 5:53:01 PM Kalaong
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It clearly sems to be a normal, real world FPS and then descends into insanity. The real question is, ''why''? What is this saying? Why give you a pointless choiceat the end, wherein you can kill your friends and then die yourself, rather than taking the "good" ending you've spent the whole game trying to get?

to:

It clearly sems to be a normal, real world FPS and then descends into insanity. The real question is, ''why''? What is this saying? Why give you a pointless choiceat choice at the end, wherein you can kill your friends and then die yourself, rather than taking the "good" ending you've spent the whole game trying to get?
28th May '15 10:34:13 AM ShinyTsukkomi
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I like to imagine that perhaps Far Cry 3 is trying to say something not unlike ''LordOfTheFlies". Jason moves to the "Center" with the help of Citra, to the jungle of his mind and soul, to express power. Perhaps in my own ways, I, the player, have a jungle in my soul, for which I am all to willing to use a hallucination to try and embody.

to:

I like to imagine that perhaps Far Cry 3 is trying to say something not unlike ''LordOfTheFlies".''Literature/LordOfTheFlies''. Jason moves to the "Center" with the help of Citra, to the jungle of his mind and soul, to express power. Perhaps in my own ways, I, the player, have a jungle in my soul, for which I am all to willing to use a hallucination to try and embody.
9th Apr '15 7:28:46 PM jormis29
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Why is this happening? This is a story about escaping pirates in the modern period, yet for five or so missions we're in stages better suited for ''Franchise/TombRaider'' or ''{{Uncharted}}'', with ancient temples with ancient mechanisms, death traps, and ''acid pools''. Even Jason finds the whole situation suspect with the inexplicable presence of pirates standing in your way. Even the after action of each mission starts to feel a bit surreal, as you crawl your way back to some random section of the world map, with no indication of how the Underground Temple sequences even feasibly connects to the outside world. At one point the game honestly expects you to believe you ''crawled out of a rock by the side of a river''!

to:

Why is this happening? This is a story about escaping pirates in the modern period, yet for five or so missions we're in stages better suited for ''Franchise/TombRaider'' or ''{{Uncharted}}'', ''VideoGame/{{Uncharted}}'', with ancient temples with ancient mechanisms, death traps, and ''acid pools''. Even Jason finds the whole situation suspect with the inexplicable presence of pirates standing in your way. Even the after action of each mission starts to feel a bit surreal, as you crawl your way back to some random section of the world map, with no indication of how the Underground Temple sequences even feasibly connects to the outside world. At one point the game honestly expects you to believe you ''crawled out of a rock by the side of a river''!
10th Feb '13 6:41:03 PM nombretomado
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Why is this happening? This is a story about escaping pirates in the modern period, yet for five or so missions we're in stages better suited for ''TombRaider'' or ''{{Uncharted}}'', with ancient temples with ancient mechanisms, death traps, and ''acid pools''. Even Jason finds the whole situation suspect with the inexplicable presence of pirates standing in your way. Even the after action of each mission starts to feel a bit surreal, as you crawl your way back to some random section of the world map, with no indication of how the Underground Temple sequences even feasibly connects to the outside world. At one point the game honestly expects you to believe you ''crawled out of a rock by the side of a river''!

to:

Why is this happening? This is a story about escaping pirates in the modern period, yet for five or so missions we're in stages better suited for ''TombRaider'' ''Franchise/TombRaider'' or ''{{Uncharted}}'', with ancient temples with ancient mechanisms, death traps, and ''acid pools''. Even Jason finds the whole situation suspect with the inexplicable presence of pirates standing in your way. Even the after action of each mission starts to feel a bit surreal, as you crawl your way back to some random section of the world map, with no indication of how the Underground Temple sequences even feasibly connects to the outside world. At one point the game honestly expects you to believe you ''crawled out of a rock by the side of a river''!
20th Jan '13 7:17:34 PM T448Eight
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!Maturity and Video Games

to:

!Maturity !Real life and Video Games



See, Far Cry 3 makes an explicit point that the skills Jason is using to conquer the island- shooting, running, stabbing- all have little or no point in the real world, will at best be a strain on his civilian life. His video game skills, in short, have no purpose or place in the real world outside the islands. That's why such a point is made about how "special" the Islands are- they really are special, in the sense that they are a video game. Jason can survive his wounds because he is in a video game and it's needed, he has epic boss fights because they're needed, he can do what he can do because that's how the game is designed.

to:

See, Far Cry 3 makes an explicit point that the skills Jason is using to conquer the island- shooting, running, punching, stabbing- all have little or no point in the real world, will at best be a strain on his civilian life. His video game skills, in short, have no purpose or place in the real world outside the islands. That's why such a point is made about how "special" the Islands are- they really are special, in the sense that they are a video game. Jason can survive his wounds because he is in a video game and it's needed, he has epic boss fights because they're needed, he can do what he can do because that's how the game is designed.



So why punish them for picking her at the end of the game? '''Because Far Cry 3 is reinforcing the point that video games are not real and the very kind of thinking they inspire is insanity.'''

To pick Citra is to choose to do the same things over and over again for the rest of the game (and Vaas' speech makes its triumphant appearance in this discussion). To pick Liza is to actually ''change'', to state that you are done with gaming and to go back to the real world, where video game training to fight and kill is useless and a liability. (Metal Gear Solid 2 has some stuff to say here too).

to:

So why punish them for picking her at the end of the game? '''Because Because Far Cry 3 is reinforcing the point that video games are not aren't real and the very kind of thinking they inspire is insanity.'''

insanity.

To pick Citra is to choose to do the same things over and over again for the rest of the game (and Vaas' speech makes its triumphant appearance in this discussion). To pick Liza is to actually ''change'', to state that you are done with gaming the game and to go back to the real world, where video game training to fight and kill is useless and a liability.isn't needed. (Metal Gear Solid 2 has some stuff to say here too).



Because it's a video game. It needs an ending. And you chose to keep going, so instead of having an ending where Jason Brody gets to be big badass killer king of the islands (i.e. where his video game skills matter), Jason dies, to represent that the idea of video games is fundamentally a lie. The real world intrudes sometime, and the credits are that intrusion in that ending.

In the other ending, where Liza- the real world, maturity, and change- are chosen, Jason lives, to represent the player realizing its just a game and moving on.

to:

Because it's a video game. It needs an ending. And you chose to keep going, so instead of having an ending where Jason Brody gets to be big badass killer king of the islands (i.e. where his video game skills matter), Jason dies, to represent that your playing a game and the idea of video games is fundamentally a lie.real world awaits. The real world intrudes sometime, and the credits are that intrusion in that ending.

In the other ending, where Liza- the real world, maturity, world and change- are chosen, Jason lives, to represent the player realizing its just a game and moving on.
on to do something else.
6th Jan '13 6:55:53 PM MrCales
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To pick Citra is to choose to do the same things over and over again for the rest of the game (and Vaas' speech makes its triumphant appearance in this discussion). To pick Liza is to actually ''change'', to state that you are done with gaming and to go back to the real world, where video game training to fight and kill is useless and a liability. (Metal Gear Solid 2 has some stuff to say here too).


to:

To pick Citra is to choose to do the same things over and over again for the rest of the game (and Vaas' speech makes its triumphant appearance in this discussion). To pick Liza is to actually ''change'', to state that you are done with gaming and to go back to the real world, where video game training to fight and kill is useless and a liability. (Metal Gear Solid 2 has some stuff to say here too).

too).

In short, to pick Citra is to say " I prefer video games."

'''HOWEVER''', in a moment of meta so fucking insane it's literally inspiring, she kills you for it. Why?

Because it's a video game. It needs an ending. And you chose to keep going, so instead of having an ending where Jason Brody gets to be big badass killer king of the islands (i.e. where his video game skills matter), Jason dies, to represent that the idea of video games is fundamentally a lie. The real world intrudes sometime, and the credits are that intrusion in that ending.

In the other ending, where Liza- the real world, maturity, and change- are chosen, Jason lives, to represent the player realizing its just a game and moving on.

In short? Meta as hell.

4th Jan '13 11:05:09 AM MrCales
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Added DiffLines:

!Maturity and Video Games

Spoiler warning, I'm going to use the endings as a big plot point.

Far Cry 3 is a video game about video games being unrealistic.

It clearly sems to be a normal, real world FPS and then descends into insanity. The real question is, ''why''? What is this saying? Why give you a pointless choiceat the end, wherein you can kill your friends and then die yourself, rather than taking the "good" ending you've spent the whole game trying to get?

Because it is reinforcing how unrealistic it truly is.

See, Far Cry 3 makes an explicit point that the skills Jason is using to conquer the island- shooting, running, stabbing- all have little or no point in the real world, will at best be a strain on his civilian life. His video game skills, in short, have no purpose or place in the real world outside the islands. That's why such a point is made about how "special" the Islands are- they really are special, in the sense that they are a video game. Jason can survive his wounds because he is in a video game and it's needed, he has epic boss fights because they're needed, he can do what he can do because that's how the game is designed.

So how does that tie into the choice above? Because Citra vs. Liza is the most important choice in the game. Not because it gives you an ending but because it is grabbing you by the head and screaming, hey, which of these is actually more real? Liza's useless in gameplay outside of a driving sequence because she is a normal, "real" person within the narrative construct. Players hate Liza because she complains about him doing awesome things and is trying to hold the player back from violence- from the '''video game'''. But in a real world context, Liza is trying to save Jason from himself and from danger, and we know little of her more important attributes, those things that would matter in a girlfriend- caring, love, ability to reason out problems, shared interests.

Citra? Players like Citra because she shows them her titties and she is violent, tells them how cool they are, and sets up crazy boss fights. She encourages them to go video gaming.

So why punish them for picking her at the end of the game? '''Because Far Cry 3 is reinforcing the point that video games are not real and the very kind of thinking they inspire is insanity.'''

To pick Citra is to choose to do the same things over and over again for the rest of the game (and Vaas' speech makes its triumphant appearance in this discussion). To pick Liza is to actually ''change'', to state that you are done with gaming and to go back to the real world, where video game training to fight and kill is useless and a liability. (Metal Gear Solid 2 has some stuff to say here too).

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http://tvtropes.org/pmwiki/article_history.php?article=Analysis.FarCry3