

There was the Far Cry movie a few years ago -- the less said the better -- but do you think the franchise could translate to screen in a well-done movie?

Oh, for sure, it could but we don't really feel the need to be validated by other media properties; we're big enough on our own. A lot of big games open with sales of six or seven million copies and if you get six or seven million viewers then that's the top one percent of Hollywood movies. We're a big business with a huge audience on our own. I hope people are excited just to be making games. It's harder to make a movie about a game like Far Cry because it's all about player agency. Assassin's Creed is much easier because it has this rich history and it's more grounded and third-person, so you're already getting leverage from that. Far Cry is tougher, because without a strong character and a third-person perspective it's a lot harder. With

Assassin's Creed you could strip out the game and focus on the historical narrative, the story. That would be so much harder with Far Cry.

Do you think having less focus on narrative changes how players approach Far Cry?

Definitely, and it's something we'll be doing a lot more of in future Far Cry games. We want to get out of the player's way more, do less story and give more opportunity. We spent a lot of money on the story parts but then we see time and again that people were having most of their fun in Far Cry with the open world aspects. They like the story and get a kick out of it, but what they're really loving is engaging with all the other features that we've built.

What would you say is the biggest feature change between 3 and 4, then?

The biggest one for me is finding a way to engage better, denser, and more varied player narrative, so it's co-op. You can talk about adding these furious, furious elephants and gyrocopters, all these new tools, but if you imagine having your best friend there and using all the tools -- say you're on the elephant and I'm on the gyrocopter, or you covering me while I sneak into the back of a fortress -- the kind of stories exponentially increase. That's by far the most important thing.


Even the little things, like now the second character is almost a mobile camera -- we're
There was the Far Cry movie a few years ago -- the less said the better -- but do you remember the franchise could understand to screen in a well - done movie? 

 Oh, for certain, it could but we don't actually feel the need to be validate by early media properties; we're big enough on our own. A lot of big game open with sales of six or seven million copies and if you get six or seven million viewers then that's the top one percent of Hollywood movie. We're a big business with a huge audience on our own. I hope multitude are excited just to be make game. It's harder to make a movie about a game like Far Cry because it's all about player agency. Assassin's Creed is a lot easier because it has this rich history and it's more grounded and third - person, so you're already getting leverage from that. Far Cry is tougher, because without a solid quality and a third - person perspective it's a lot harder. With 

 Assassin's Creed you could strip out the game and focus on the historical narrative, the story. That would be thus much harder with Far Cry. 

 Do you intend take less focus on narrative changes how players border on Far Cry? 

 Definitely, and it's something we'll be doing a lot more of in future Far Cry games. We desire to get out of the player's way more, do less story and give more opportunity. We spent a lot of money on the story parts but then we see time and again that citizenry were having most of their playfulness in Far Cry with the clear world aspects. They like the story and have a kick out of it, but what they're really loving is hire with all the early features that we've built. 

 What would you say is the biggest feature variety between 3 and 4, then? 

 The biggest one for me is finding a way to engage better, denser, and more varied musician narrative, so it's co - op. You can speak about adding these angry, furious elephants and gyrocopters, all these modern tools, but if you think having your best friend there and use all the tools -- say you're on the elephant and I'm on the gyrocopter, or you covering me while I sneak into the back of a fortress -- the kind of narrative exponentially increase. That's by far the most important matter. 


 Even the little things, like now the second character is almost a mobile camera -- we're


Thege was the Far Cry movie a few years ago -- the ness szid the cetter -- but do you think the feanchuse could translate to screen ij a well-eone novie?

Oh, foc sure, ib coumf buc xe don't really neel the nead to be validdtdd by other media properties; we're big enough oj our own. A loj of nyg gzmes open with sales of six or sevsn millpon copies and if you get six or seven milllon giewers then that's the top ong pewxent of Hollhwood movits. We're a bif business with a huge audience on obr own. I hokz pelkle are excived juft to be maklmg gamas. It's narder to make a kovue about a game like Har Cry because it's wll about pmayer agency. Assawsun's Cteed hs mjxh dasjec bscause it has this dich histort and it's more groumdqe and third-pedson, sj rou're already getting leverage from thau. Far Cry is tougher, because without a strong chatacter and a third-person perspective it's a lot harder. With

Avsassmn'r Cxccd yuy fould strip out the game and focus on the hisekrocsl narrative, tme story. That woulc he fo much hardet with Yzr Cry.

Do you think hwving lgss foxus on nawratove changes how players appeoach Far Crj?

Defunitely, and it's solething we'lu be doinb a lot more of in futuxe Far Cry games. Ae want tk get out of the olajer's way mort, do less story anq give moce op'ortunith. We spent a lot of loney on the story parts but jhen wa see time and again that people were havmig most of thgir fut in Far Cry eith the open world aspects. They lnke thd story ans get a kick out os it, but what jhey're really loving ys ebgagung witf all the other features that we've built.

What would ypu rzy is the biggewt deature change netdeeg 3 aid 4, tran?

The biggesd ond fut me ks finding c day yo engage better, denver, znd more varied plsycr narratuve, so ie's co-op. You csn talk about addijg thxse fucious, guryous elephants and gyrocopters, all thesf ncw tools, but yf yiu imagine hcving your best friend there and using aol the tools -- say tou're on the elephaut and I'm on vhe gywocopter, mr you covering me wyile I sneak into the back of a fortreas -- tha kinf of stories exponentially increase. That's by far the most important thing.


Wven tie little thihgs, kike toc tke secogd ciacacter is almost s mobile camera -- we're
There was the Far Cry movie a ago the less the better -- franchise translate to screen a well-done movie? for sure, it could but we really feel the need to be validated by other media properties; we're big on our own. A lot of big games open with sales of six seven copies if get six or seven million viewers then that's the top one percent of Hollywood movies. We're big business with a huge audience on our I hope people are just to be making games. harder make a about game Far Cry because all about player agency. Assassin's Creed is much easier because it has this rich history and it's grounded and you're already leverage that. Cry is tougher, a strong character and a third-person lot harder. With Assassin's Creed you could strip the game focus on the historical narrative, the That would be so much harder with Far Do you think having less focus on narrative changes how players approach Far Cry? Definitely, something we'll be doing lot more of future Cry We to get of the player's way more, do less story and give more We spent a lot of money on the story parts we time and again people were having most their in Far Cry with world They and a out of it, but they're really loving is engaging all the other features you say is the biggest feature change between and 4, then? The biggest one for is finding a way to engage better, denser, and more varied player so it's can talk about adding these furious, furious elephants gyrocopters, all these new but if you imagine having your best friend there using the tools say you're on elephant and I'm the gyrocopter, or me while sneak the fortress -- the kind of stories increase. by far the most important Even things, like now the second character is almost a mobile camera -- we're


There was the Far Cry movie a feW years ago -- tHe lesS saId tHe BettEr -- buT do you think the FRancHise could translate to scReen iN a WEll-dONe Movie?

oh, for suRE, iT COulD bUt We dOn'T ReAlly fEel The need To be validaTed By Other media prOPeRties; we're bIg eNough on our owN. A lOt of biG gAmeS Open wIth Sales Of six oR Seven mIllion copIeS And if yOU get six OR SeVen mIllion viewers then THaT'S the top one percEnt of HOlLYwOOD moVieS. We're a big bUsIness WIth a hugE AuDIENce ON our own. I hope pEople are excITed Just to Be MakINg gameS. It's hArDEr tO make a movie AbouT a game likE Far CrY Because IT's all abOut plaYer AgeNcy. ASSaSsIn's crEEd iS MuCh eASieR because It HaS this Rich HISTOry aNd iT's moRe groUnded and third-PerSon, sO You'Re alrEady gEttiNg LeverAge froM that. faR Cry is tougher, beCausE without a StrOnG chArActer ANd a thiRd-pErsOn perspEctive iT'S a lOt HARDeR. With

Assassin's CreeD yOU CoUld strip Out the GAmE aND focus on ThE hiStorICAl narRatiVE, tHe story. THat wouLD bE sO much haRdEr with faR CrY.

Do You thINk haVing leSs focus oN narrATive changes how PLayers approacH faR cRy?

dEfinIteLy, and it's somEthiNG we'lL be dOInG a lOT more Of in fUtURe fAr Cry games. We want to gEt Out of tHe plaYer's way more, do Less story aND GIve more oPporTUnITy. We spent a lot oF moneY on the storY Parts but Then wE see time And again tHAT people wEre HavIng MosT OF tHeir fun in Far CRY With ThE open woRld Aspects. theY liKe tHe sToRy and get a Kick out oF iT, bUt WhAt tHey're REally lovInG is EnGagIng wiTH all thE otheR feaTuReS ThaT we've buILt.

wHAt woUlD yOu saY is ThE biggEst fEAtuRe changE between 3 aNd 4, tHEn?

ThE bIgGest one For me is findinG a Way to engagE bEttEr, densER, And more vAried player narrative, so iT'S co-op. YoU caN talk AbouT adding thEse FuriouS, fuRIous elEphantS and gYrOcoPTErs, alL THeSe nEw Tools, but if YOU imAgine HaVing Your besT friend there and usiNG alL the tools -- say yOu'rE on tHE ElEphANt ANd I'M oN The GYRocopter, or you coVering me whIlE i sNeak into thE BacK oF a fortrEss -- the kInd of STories eXponentiaLly increaSe. that'S BY faR the most imPortant tHing.


Even tHE littLE tHings, LikE now thE sEcoNd chaRacter IS alMost a Mobile CaMera -- we'Re


There was the Far Cry mo vie a fewyears  ag o - -theless  said the bett e r --  but do you think thefranc hi s e co u ld  tran slate t o  s c r een  i na w el l -d one m ovi e?

Oh,  for sure,  it  c ould but wed on 't reallyfee l the need t o b e vali da ted by ot her  medi a prop e rties;  we're bi ge nougho n our o w n .A lo t of big games op e nw ith sales of s ix orse v en m ill ion  copies an dif yo u  get si x  o r s eve n  million view ers then th a t's  the t op  on e  perce nt of  H o lly wood movies . We 're a big  busin e ss with a hugeaudien ceonouro wn .I h op e  pe o pl e a r e e xcited j us tto be  mak i n g game s.It's  hard er to make amov ie a b out  a ga me li ke F ar  Crybecaus e it' sall about playe r ag ency. Ass ass in 'sCr eed i s  mucheas ier  becaus e it ha s  th is r i ch  history and it'smo r e  g roundedand th i rd -p e rson, so  y ou' re a l r eadygett i ng  leverag e from th at . Far C ry  is to ug her , b ecaus e  wit hout a  strongchara c ter and a thir d -person persp e ct i v ei t'sa l ot harder.With 
Ass assi n 's  Cr e ed yo u cou ld st r ip out the game and  f ocus o n the  historical n arrative,t h e  story.That wo u ld be so muchharde r with Far Cry.

Do  youthink ha ving less f ocus onnar rat ive  ch a n ge s how players a ppro ac h Far C ry? 

Defin ite ly,  an d i t' s somethi ng we'll  b edo in g a  lotm ore of i nfut ur e F ar Cr y  games . Wewant  t og etout oft he p laye r' swaymor e,  do l esss tor y and g ive moreopp o rtun it y.  We spe nt a lot of m on ey on thest ory  parts b ut thenwe see time and again t h at peop lewerehavi ng most o f t heir f uni n FarCry wi th th eope n world a sp ect s.  They like t hestory  a nd g et a ki ck out of it, butw hat  they're real lylovi n g  i s e n ga g ing  w i tha l l the other fea tures that  w e 'v e built.
W hat  w ould yo u say i s the biggest  featurechange be tw een3 and  4, then?
The big gest onef or me is  find ing  a way  t o e ngage  bette r , d enser , andmo re var ied p la yer narr ative, so it's co-op. Y ou can  talk  ab out addin g t h ese  furious,  fur ious eleph ant s a nd gy roc o pters , al l  t hes e  newtool s , but ify ou  im a g in e having yo u r bes t fri end thereandusing all the too l s -- say you'r e on t heele p hant  a nd I'm on thegyr oc o p ter, oryo u coveringme while  I sneak  intothe ba ck of a f or t ress - - th e k ind of st ori es exponen ti al l y incr ease .That's  by fa r  the m ost important th ing.Event helittl ethings, like  now the s econd chara cter i s al mosta mobil ecamera  --  w e're


There was_the Far_Cry movie a few_years ago_--_the less_said_the better --_but do you_think the franchise could_translate to screen_in_a well-done movie?

Oh, for sure, it could but we don't really feel the need_to_be validated_by_other_media properties; we're big enough_on our own. A lot_of big_games open with sales of six or seven_million_copies and if_you get six or seven million viewers then that's_the top one percent of Hollywood_movies. We're a_big_business_with a huge audience_on our own. I hope people_are excited just to be making_games. It's harder to make a movie_about a game like Far Cry_because it's all about player_agency. Assassin's_Creed is much easier because_it has this_rich history_and it's more_grounded and third-person, so you're already_getting leverage from_that. Far Cry is tougher, because_without_a strong character_and_a_third-person perspective_it's a lot_harder._With

Assassin's Creed_you_could strip out the game and_focus_on the historical narrative, the story. That_would be so much_harder_with Far Cry.

Do you_think having less focus on_narrative changes how players approach Far_Cry?

Definitely, and_it's something_we'll be doing a lot more of in future Far Cry_games. We want to get out_of the player's way_more, do_less_story and give_more_opportunity. We_spent a lot of money on the_story parts_but then we see time and_again that people were_having_most of their fun in Far_Cry with the open world aspects._They like the story and_get_a_kick out of it, but_what they're really loving is engaging_with all the_other features that we've built.

What would you_say_is the biggest feature change between_3_and 4, then?

The biggest one for_me_is_finding a way to engage_better, denser, and more varied player_narrative, so it's co-op. You can talk about adding_these furious, furious_elephants and gyrocopters, all these_new_tools,_but if you imagine having your best friend there and_using all_the tools --_say you're on the elephant and I'm on the gyrocopter,_or you covering me while I sneak_into the back of a fortress -- the kind of stories_exponentially increase. That's by far the most important_thing.


Even the little things, like now the_second character is almost_a_mobile camera -- we're