[If there’s one thing to be said about Gamasutra’s Chris Remo, he knows his game beans, and I really enjoyed this chat about Far Cry 2’s multiplayer, which really has been underdiscussed to date. Look out for a follow-up interview with LeBel about Halo multiplayer which is v.interesting, too.]
Much of the attention placed on Ubisoft Montreal’s upcoming Far Cry 2 has revolved around the game’s open-ended single-player campaign, including its dynamic narrative system, but it’s also shipping with an ambitious multiplayer level-editing component on both the PC and console SKUs.
Aiming to streamline the team’s own level design tools into something flexible, powerful, yet still accessible, has been a challenge to the team, and the goal has ended up driving many aspects of the main multiplayer modes’ design.
To gain insight into the development process behind that side of the game, we sat down with Hardy LeBel (Halo, SOCOM 3: U.S. Navy […]
Original post by editors@gamesetwatch.com (Simon Carless) and software by Elliott Back
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