You are sent to war-torn Africa to assassinate The Jackal, a mysterious arms dealer who has rekindled conflict between local warlords, jeopardizing thousands of lives. In order to fulfil your mission you will have to play the warring factions against each other, identify and exploit their weaknesses, and neutralize their superior numbers with surprise, subversion, cunning and, of course, brute force.
Far Cry 2's new level editor and why easy-to-use doesn't mean easy-to-make.
Posted by stenchy on Sep 27th, 2008
Considering Ubisoft's track record of internally developed games, it shouldn't come as any surprise that their upcoming African-themed shooter Far Cry 2 won't provide any extensive modding capabilities. However, the fact that the level editor can yield satisfactory results inside of an hour should prove testament to Ubisoft's willingness to venture out into modding territory. It empowers the average gamer—on any platform—with the ability to test his mettle in the arena of level design.
There are some of you out there who may think this sort of thing is trash (check the comments). The notion that making such an easy-to-use editor enables anyone to become a level designer overnight is preposterous. What it does is lower the barrier entry for more creative types to participate. Intrepid reporters over at Shacknews recently got a hold of Hardy LeBel, the man in charge of multiplayer for Far Cry 2. He touches on designing levels that suit Far Cry 2's pace and large battlefields.
The level editor is just a tool; no matter how good the tool gets, you still have to hone the craft. Just because people can import objects with a single click of a button doesn't mean they'll be able to design great levels. Likewise, just because you've memorized every insane button combination within a given editor doesn't make you a great level designer. I know I can't wait to get my grubby paws on it, based on the impressions I've read.
I call dibs on Pride Rock