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Blog: Analyzing the systemic AI of Far Cry

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


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Some of the biggest challenges facing modern game development can be found in open-world game design: how to build large, vibrant and interesting locales for players to explore. Artificial intelligence can often by adopted to address this challenge by creating interesting and dynamic environments that enhance the overall experience for the player. In this article, we take a look at the methods and design decisions behind the ever increasing game worlds in Ubisoft’s Far Cry series.

Far Cry is renowned for an open approach towards problem solving: allowing players to explore the world in a manner that suits them. Originally starting out as an open — albeit linear — gameplay experience, the series has became increasingly more adventurous in its design; with maps not only increasing in size but also with the introduction of more interactive environments and wildlife. The latter proves really exciting, given that it can completely change the dynamic of gameplay — which could prove inspirational or even fatal when you’re in the thick of the action.

However, achieving this level of engagement and interaction can be rather demanding: given designers need to balance the players sense of importance and agency, while ensuring they’re not bludgeoned repeatedly and offered some respite. Similarly, there’s also the implementation issues faced in managing open world assets: given it’s not computationally feasible nor responsible to leave thousands of non-player characters roaming the Rook Islands or the vast mountain ranges of Kyrat.

So how does it all work? The answer of course, is with a little bit of AI ingenuity through smart directors. This is an increasingly popular way to manage large open-world environments, with much of it stemming from the pioneering works found in Left 4 Dead. Turtle Rock and Valve’s survival shooter focused on the distribution of enemy characters within close proximity of the player and Far Cry follows suit. So let’s look at the design tricks behind their AI implementation.

The original Far Cry launched back in 2004 is an action heavy first-person shooter that gave the illusion of open-world gameplay through its large albeit limited areas and maps. Meanwhile, 2008’s Far Cry 2 was the first in the series to truly embrace the notions of open world play and more importantly, systemic design: the ability to have a range of independent systems and mechanics that can be combined in fun and interesting ways. The opposing human factions, reactive and aggressive wildlife, combined with vehicles, environmental effects and more are intended to for players to exploit for their own personal gains. But it didn’t quite pan out: Far Cry 2 is a bit of a frustrating experience, largely because these systems were not properly balanced or constrained.

 

However continued development of these systems lead to their adoption in 2012’s Far Cry 3, where they had reached a level of maturity that improved the experience overall. The systemic framework in Far Cry 3 achieves what Ubisoft themselves refer to as “The Anecdote Factory”: a system that would create weird, wonderful and individual gameplay experiences you would talk about with you friends. This could range from unexpected tiger attacks to luring tigers from nearby jungle growth into enemy bases whilst flying a small gyro-copter and dropping C4 explosives.

Meanwhile 2014’s Far Cry 4 attempted to improve upon what Far Cry 3achieved while also addressing some of its criticisms: notably the balance of this systemic framework operating in and around a linear narrative.

The vast majority of this systemic framework is reliant upon non-player character (NPC) AI: ranging from the enemies, to the civilians, to allied fighters to the animals that prowl the open-world maps. It just needs to know where and when to put them in the world.

The scale of the world of Far Cry 3 is very impressive: with the Rook Islands of the estimated to be around 300 square miles in size. That’s a lot of ground to cover, and given you would need thousands of non-player characters within that space to make it interesting, you suddenly have a difficult design problem to solve. Not just in ensuring characters are in locations that present interesting opportunities for players to explore, but how best to manage these characters in a resource constrained piece of software.

 

 

This leads us to Far Cry’s dirty little secret: that at any point in time, the game is only maintaining active non-player characters within less than 500 metres of the player, with enemy characters and animals being added and removed to the world as the player moves around. This is actually quite pragmatic, given that leaving large numbers of characters in the game at once is highly expensive: wasting not just memory needed to store these NPCs, but potentially CPU cycles to continually update the state of these characters during play. The game isn’t interested in managing hypothetical situations such as a tiger attacking a gazelle 3 miles north west of the player. The resulting encounter system of Far Cry 3 and 4 operates on a simple principle: if the player didn’t see it, it didn’t happen.

The NPCs within the game are designed to react and behave in a context-driven fashion: to attack, evade or explore areas of the map based on what’s happening around them. This is driven by finite state machines (FSMs), a topic we’ve covered at length in our videos on First Encounter Assault Recon (F.E.A.R.) and Batman: Arkham Asylum. Many of these NPCs, be they enemies, civilians or animals, are designed to react to nearby stimuli in an appropriate fashion. Their responses are reliant upon a rich navigation mesh that is embedded into the game world, with smart object nodes placed in areas of interest that can trigger specific animations. While they know how to react intelligently, it does not factor whether any other non-player characters are in proximity. In fact, enemy NPCs are rather limited tactically, which becomes more apparent when you play the likes of Far Cry 4 in the online cooperative mode. Despite this, they’re still a cracking shot and a separate damage director system manages their shooting capabilities based on the number of NPCs in the scene. Thus ensuring you don’t get killed by six headshots at once from 100 metres away.

 

 

In order to maintain decent performance – given that these games not only have to run efficiently on PC but also between console generations — the director AI enforces constraints on the number of systemic elements that are active at any point in time. This includes the number of enemy NPCs, but also animals and items such as vehicles given the additional computational load they bring with them. In fact, in Far Cry 3 the numbers are really limited: with only 12 NPCs max in the world at once and up to 20 animals, with vehicles also limited to around 2 or 3 types at any point in time. The relevance of these characters are measured frequently: with the director moving or deleting characters if it’s apparent they’re too far away and won’t ever catch you. If you’re running in a particular direction, the system will spawn enemies in front of you: factoring not only your heading but your current speed: thus ensuring they don’t pop-up in front of you.

This system was enhanced for Far Cry 4 to become to create more interesting and varied events. Placing the NPCs in the world is one thing, but placing them in specific configurations related to one another can result in the player becoming involved in more engaging experiences. As such, Far Cry 4introduced a dynamic encounter method that procedurally generates events within proximity of the player: such as enemy NPCs in combat against Kyrat’s wildlife. This pays attention to your current objectives, sometimes putting them in the way, or focusses on completed tasks, like having a recently captured output come under attack again by the local militia.

 

The use of dynamic director systems has become increasingly popular for open-world game environments: with titles such as Saint’s Row IV, Titanfalland The Witcher III: Wild Hunt all adopting these in some fashion or another, with their own unique design problems to solve. But this isn’t the only innovations that the Far Cry series continues to make, with the more recent entry Far Cry: Primal, introducing companion AI in the form of tamed animals. This is in fact an extension of the AI system used for the tiger companion in the Shangri La sequence of Far Cry 4. We’ll be returning at a later date to talk all about how that works and the design problems Ubisoft’s developers overcame to make it a reality.

Far Cry 4 is available now on PCPlaystation 4 and Xbox One.

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Take a Look at Three Musou / Warriors Games Heading to Switch in Japan

Fire Emblem Warriors is already out in Japan and is just a week away in North America / PAL territories. Of course, the Musou series is big business in Japan and we only get some of the games in the West; case in point, here are three Musou games heading to the Switch in Japan on 9th November.

They are Dynasty Warriors 8: EmpiresSamurai Warriors: Spirit of Sanada and Warriors Orochi 3 Ultimate. All are ports of older games, some on current-gen hardware and others that are distinctly ‘last gen’. Have a gawk at a summary trailer below.

Unfortunately these releases will only have Japanese language support, so if you opt to download them from a Japanese account you should bear that in mind.

The outfits, though… it might be worth it for those alone.

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JYDGE Will Bring Dredd To The Switch eShop Next Week

We’ve recently seen a few games pop up on the Switch eShop from Nordic publisher 10tons. Next week, on 19th October, we’ll be treated to JYDGE; it’s a top-down shooter where you get to build your own cybernetic JYDGE and eradicate crime in the never-sleeping megacity of Edenbyrg.

Here are some of the features boasted by the game:

– Choose your cybernetics, items, weapon mods, and companions from over a billion different configurations
– Deal ruthless Jystice with lead, rockets, lasers, electricity, and other deadly tools of the law
– Perform heroic feats to get extra medals and unlock new equipment
– Team up with your CO-JYDGE for local co-op

It seems good in principle, so here’s hoping the gameplay stacks up. Do you plan to check this out next week when it arrives on the Switch eShop?

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Video: An Exclusive Look at Poi: Explorer Edition on Nintendo Switch

Not long ago we told you about Poi: Explorer Edition, an adventure platformer that’s heading to the Switch later this month. “Inspired by the cheerful classics of 3D platforming”, it looks like an interesting addition to the system that’ll retail at $29.99USD when it lands on 23rd October.

Developer Polykid has now shared a video with us featuring the first 20 minutes of the game, and they’ve thrown in some developer commentary to give you more insight on the footage.

Let us know what you think of this Indie effort in the genre and whether you plan to try it out on Switch.

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Blog: Finding the core of your game

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Hey Game Gurus,

*Disclaimer, all opinions are my own and do not reflect my employers*

I hope everyone is well, playing and/or making the games you love. It has been a long time since my last post sadly. I know our bond is strong and I am pretty sure that we have both missed each other……. a lot. It is okay to wipe away those feelings because we are finally reunited, once more.

In a previous post, I discussed how important documentation is during the development of the game’s creation.

Documentation A Necessary Evil 

That was just us dipping our toes into the water, so let us go a little bit deeper into this pool.

During the early stages of design, you will be working on creating/answering the question of

“What is the game?”

There are many ways to answer this but the one method I want us to focus on today in this post is the games ‘Pillars’.

Some of you may be wondering what I mean by this or may not be familiar with this term. What I mean by this term is think about the 3 – 5 main elements/emotions your game is trying to explore and make the players feel?

So why is it important to figure this out? Why do I need to limit my game to these amount of categories? 

“Max, my game is going to tackle and do so many amazing things” Replied the reader. 

Well sir or madam, as always I appreciate the question. The reason behind this is to keep your game coherent. If you are trying to do everything in one game then players may be getting lost or you will not be able to deliver all these elements/emotions to a high standard when you have 100s.

Another reason why is it helps all your teammates understand the overall picture of your game. Most people do not realize that even while in the production stage of the game not all the answers are there. We all wish they were trust me, it would make game dev a lot smoother. Yet giving your team these key elements to work with during the production process it allows them to make informed design decisions. Giving your teammates guidelines will make your team’s life easier and overall a happier team!

(maybe not this happy, but trust me…happier)

As with these pillars, they can start to ask themselves, does this mechanic/idea serve or fit into the pillars of our game? If the answer is ‘No’ then it may be best to remove this mechanic. (Now I am not saying every mechanic must serve these pillars, you can use “off topic” mechanics to create different emotions and make the player feel a way uncomfortable. Yet these ideas will come later on during development) The team can focus on the core elements of the game, before working on subverting the experience.

So now that you have an understanding of a Game Pillar let’s take a look at a few examples of games and break them down into their core pillars.

The Last of us is one of Naughty dog’s many master pieces. If you have not played it yet (then seriously why?) go and check it out.

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A lot goes into making Last of Us a truly an amazing game, that so many of us enjoyed. So let’s take a look at the core pillars of this game:

  • Crafting: Ammo is scarce, so to distract or cause a higher amount of damage to one’s foes it is better to use items populating the world. This works in unison with the environmental story telling of how this is not many resources left in this world
  • Story: Last of Us is a linear game which is heavily narrative lead, they want everything to tie in with the story as mentioned with crafting. The game focuses on the story of the two main characters rather than the player’s own story.
  • AI partners: The game is all about building a relationship between the player’s character with the AI partner Ellie and other partners you meet throughout your journey
  • Stealth: Combat is used in this game, but if you were to run and gun, then the game would make your life extremely difficult. So player are encouraged to play more stealthily

As you can see (if you have played the game) that most of the game fits with these core principles. Puzzles, requiring AI help, there are stealth section in the missions, the story is king and even in multiplayer crafting is important to the players.

That is only one game, so let us break down another.

Hhhmm I have recently picked up a Switch

Which means I want to break down Legend of Zelda: Breath of the Wild.

I am only just passed the tutorial but have seen a lot of videos breaking this down, (If you feel I have missed anything please Tweet me with your thoughts)

    • Exploration: Player are encouraged to explore, by being able to go to any area they wish whenever they wish (Once they have finished the tutorial) the designers have hidden certain information from the player compared to Ubisoft open world games, where they litter the player’s HUD with side missions. Meaning players have to look for these.
    • Traversal:  BoW offers so many modes of transport, each being as fun as one another. From, climbing, swimming, running, paragliding to the amazing shield surfing. Moving through this world is made into a fantastic experience through the diversity and (sorry for lack of a better word) fun of the movement in the world.
    • Scavenging: Players are constantly needing to go through the world and search for items. From weapons which break after a few battles, to the food players must use to regain health or help them traverse through all kind of environmental hazards.
    • Options: This game is praised all around for a number of options that are given to the player. From multiple ways to solve puzzles to the combat scenarios or how the player makes their way around the world. Anything the player can think of in terms of trying, the most likely will be able to do it. Compared to most games, there is no one way to solve the issues, which is laid in front of the player.
    • Combat: I see this as one of the lesser pillars for this game personally. Now you have loads of combat in this game and a number of enemy types but again my personal opinion is that the combat is not the most amazing combat system out there. Still, it is a pillar as this is how you interact with most creatures in the world

Those are two games broken down into their core pillars, I am hoping that you can see how using just a few pillars it has allowed the creators to focus and push the best part of their game, working around these to enhance everything. This is a great tool to bring more coherence to your game as well as a good guideline to help your teammates when working on a game of your own.

I would like to ask you to take a few mins and think about one or two of your favorite games and break them down into their key pillars. See if you learn from this, how the game actually bases a lot of its challenges around these pillars.

Please tweet me If you do find anything interesting: @MaxPears

If you have found this useful and have enjoyed what you have read then please subscribe below to be kept up to date with my latest work and my personal list of reading materials

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Introducing Uka, A Weaponised Life Form In Xenoblade Chronicles 2

Xenoblade Chronicles 2 for Switch is not too far away now, launching on 1st December. The Japanese Twitter account has been doing a good job keeping us up to date with events and now we get our first look at Uka, who is one of the weaponised life forms in the game – known as Blades.

Interestingly this character has been designed by none other than Nakaba Higurashi; she has done a lot of work for Monolith Soft over the years and is the lead character designer for the Baten Kaitos series. Uka will be voiced by Mao Ichimichi (aka M·A·O.) who has done voice work in Monster Hunter Stories among many other things in her career.

We have to say we really like the character design of Uka, especially the fact that she has a duo of foxes riding on her shoulder. Let us know what you think with a comment below. Are you looking forward to Xenoblade Chronicles 2?

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Fire Emblem Heroes Adding Characters From Genealogy of the Holy War

With Fire Emblem Warriors just a mere week away, you’d be forgiven for being so distracted with excitement that you’d forgotten all about Fire Emblem Heroes. If you are still enjoying everything the game has to offer, though, you’ll be pleased to know that three new characters from the fourth game in the series, Genealogy of the Holy War, are on the way.

The characters in question are Tailtiu, Deirdre, and Sigurd – the latter two of which also come bearing legendary weapons. You can see them in action in this new trailer below.

As the trailer states, these new additions will be added to the game on October 16th at 07:00 UTC / 12:00 PT. Until then, make sure to save up on orbs to ensure you can snag them for yourself!

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Review: Sparkle 2 (Switch eShop)

If you’ve ever played an entry from PopCap’s ZUMA series, or the late ’90s Puzz Loop game by Mitchell Corporation, Sparkle 2 by 10tons falls under the same banner. For the uninformed, Sparkle 2 is a bit of a blast from the past, providing marble madness in the form of a puzzle match game. The fact this entry is a sequel is nothing to fear; Sparkle 2 welcomes newcomers as it’s both an independent and spiritual successor to the first instalment that – you may or may not be aware of – released in 2007.  

Sparkle 2 is best defined as a marble shooter; the title’s inability to seriously differentiate itself from past interpretations of this genre doesn’t necessarily detract from the enjoyment you can find here.

You’re immediately dropped into a fantasy world and informed by the game’s narrator that you must reunite five enchanted keys created long ago in order to unlock secrets of the land. The mystery surrounding your journey is enough to briefly spur you on, but it’s the addictive gameplay that is the real driving force.

Despite the lack of context as to why exactly the on-screen action plays out as it does, the fantasy setting in Sparkle 2 still manages to provide a serene backdrop for each level. If the marble shooting is intended to have symbolic meaning, it’s not easy to interpret – regardless of this, the game still manages to unfold in a relatively straightforward manner.

You start your journey on the world map and travel from place to place. Along the way you’ll unlock new game modes, play through more than 90 unique levels and collect up to 16 different enchantments. Each level’s setting is defined by its name, with appropriately themed locations such as Firefly Meadow and Whispering Woods – both of which look as you would probably envision.

To play Sparkle 2 you must shoot coloured orbs from a spinning “orb slinger” at long lines of mobile orbs, in order to make a colour match of three or more. The main goal is to clear a long line of coloured marbles before it falls into the abyss at the end of the spiral trail. As you progress you’ll need to do this at a faster pace, all while dealing with additional lines for prolonged periods, and even a larger variety of coloured orbs. The overall execution of the core gameplay is right on the money; the controls provide a great sense of precision, and if you briefly hold in the button before launching an orb a guide line will appear on the screen to enhance the accuracy of your shots. The title also includes touch-screen controls, which makes it more approachable to players of all ages.

Like past releases within this genre, Sparkle 2 provides players with temporary power-ups in the form of rune rewards as well as enhancements to supercharge your “orb slinger” device. There are wild orbs that match-up with any orb colour, power-ups that reverse the direction of a moving line of marbles and a lot of others that will help you clear lines faster using a range of destructive methods. Launcher enchantments make each session a tad more manageable with permanent enhancements that can be applied to your “orb slinger” in between levels- each one has a unique effect. The tranquillity enchantment is one of the more enjoyable ones, making levels easier but longer. Others include the likes of “Eternity Swap”, adding an additional coloured orb to the launch mechanism. There are more unlocked as you level up and progress through the main game. 

If this makes it sound like Sparkle 2 is too easy, for those of you seeking a challenge there are three different difficulties, including a nightmare setting. The additional game modes unlocked as you progress through the story include Survival, Challenge and Cataclysm. Collectively, these modes include more of the same in terms of content and provide a tougher challenge for more experienced players.

In contrast to the safe design of Sparkle 2, the soundtrack goes above and beyond all thanks to the award-winning composer Jonathan Geer. His previous work includes the likes of Cook, Serve, Delicious 2!! and Owlboy. All of the music in the game hits the right notes for a fantasy setting, ultimately finding the perfect harmony with the orb matching gameplay. It also manages to outshine the game’s artwork, which is pretty but too often uninspired.  

Conclusion

Besides the optional touch controls that make this title accessible to all ages, Sparkle 2 doesn’t attempt to take this classic genre to new heights; instead it provides an experience that is mostly on par with past efforts – including the original Sparkle game. Fortunately, these development choices can only be commended as it is a well designed game with satisfactory production values; it’ll likely have you glued to the screen until you’ve lost your marbles. 

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Pokkén Tournament DX Will Allow Online Team Battles In New Update

A new update is on the way for Pokkén Tournament DX and, as well as the usual “improving gameplay”, it promises to add some very welcome online and training features.

Perhaps the most interesting thing coming to the game is the addition of Online Team Battles – these special contests see each player choose three Pokémon to take into battle with all three needing to be defeated in order to win. Currently, this type of battle can only be played locally so adding it to the online options seems like a great idea to us. Official Groups will start to appear online too, allowing players to take part in battles to receive new special titles.

Moving away from the online side of the game, another feature set to be included is the ability to record a Pokémon’s movements in the Free Training mode. This means that you will be able to take control of the opposing Pokémon, record any movements you make, and then play them back to improve your own skills. Nice!

No date has been set for this new update to kick in but we can’t imagine it’ll take too long for Nintendo to dish it out. In the meantime, get practicing those Team Battles!

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Superbeat: Xonic Receives New Switch Release Date

Superbeat: Xonic has been on our radar for a while now and was initially scheduled to release on Switch on October 3rd. Despite that date having now been and gone, we’ve been told the game is still heading to the console and, luckily, there isn’t too long to wait. North America will be able to grab a copy on November 21st, with Europe having to wait just a little bit longer until November 30th for the digital version and December 8th for the physical one.

The game will add yet another entry to the ever-growing catalogue of rhythm games on the Switch eShop – the likes of VOEZ and Deemo have been utterly wonderful and we hope that this one can continue that trend. The game’s publisher has uploaded a series of YouTube videos to celebrate the new release date (and show off some of the game, of course) which you can check out below.

If that’s not enough good news for you, though, you’ll be very pleased to know that players who buy the game on Switch will be able to download seven extra songs free of charge:

7 free DLC songs for Switch users!
1. Rackin Gravity by 7 Sequence
2. Neko-kun by Basiscape
3. Select, Start by Steven Silo
4. Donut Island by Steven Silo
5. Oh-Wei-Oh by Bentley Jones
6. STUTTA 2.0 by Bentley Jones
7. Talk 2 U by Bentley Jones

Our friends over at Push Square really enjoyed the game when it released on PS4 earlier in the year so we have high hopes for the game on Switch too. Time to get your groove on (or whatever the kids say).