


Montreal was just one of the studios Massive was working with.

Since there were always several players at once doing different things, we required the AI to react to several players’ simultaneous choices.” But, in co-op, we couldn’t afford to let any individual AI to ‘pause’ the game to play out an animation. “In single-player, some AI behaviours were dressed up in animations or camera sequences.

One of the challenges Massive faced because of this collaboration was related to the AI that needed to act differently in single-player and co-op modes. We would deliver the same potent mix of gifts and bugs to our partners.” Polfeldt continues: “On a bad day, we’d show up at work and discover that something had been changed or fixed that worked well for single-player, but also created new issues in multiplayer or co-op that would set us back a day or two. While this had positive outcomes, it just as easily had negative ones. It could be art fixes, new objects, weapons, animations or voice acting that suddenly were in place.” So, on a good day, we’d show up at work and capitalise on the ‘free’ work that had been added in Montreal the previous night. “In Far Cry 3, we decided to keep everything in the same branch.
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“I think the first big decision to be made for anyone working on co-development is if you will share or split the code branch, because, once that key decision is made, it will have a huge impact on the development process,” he says. Polfeldt explains what this meant for the project to begin with. With its lead development studio based in Montreal, Far Cry 3 was being forged and shaped, built and rebuilt in completely different time zones. This process of exchange wasn’t as straightforward as walking across to another department or even another building. It also assisted with the engine itself, which was built on an evolution of the Dunia Engine, not forgetting additional collaborative areas that stem from the fact it has been sharing code and art for almost three years. Massive’s main contributions to Far Cry 3 were its multiplayer and co-op campaign. When we announced the project internally, people were very excited, especially because it was a shooter.” CROSS-COUNTRY CODE “As a studio, we had long wanted to broaden our portfolio beyond real-time strategy games, and also we were hungry for a proper experience with the current generation of consoles.
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“It was an important moment for us, since we had just been acquired by Ubisoft and we were mutually still finding out how to make the most of the new relationship. “We got involved on Far Cry 3 very early on,” continues Polfeldt. It created World in Conflict and the reasonably well-regarded Ground Control series, before being acquired by Ubisoft in 2008. “We love RTS games, but we were increasingly concerned about being typecast in a genre that has faced a lot of commercial challenges over the last couple of years.”Īs Polfeldt says, Massive’s experience has primarily been in RTS games. “This was an experience that we wanted to have,” Massive’s managing director David Polfeldt tells Develop. The co-op section takes roughly 6 hours to complete.Not only did the Malmö-based developer have to take up the reins as support studio on Far Cry 3, working with the main team at Ubisoft Montreal and others it also had to master a genre it previously had no experience in. They then pursue the pirates, landing in the Rook Islands archipelago. It centres around the four characters being scammed out of their money by Pirates whilst working to redeem themselves on a cruise ship. The plot takes place six months before that of the single player campaign. They have all led sinful lives and are working to redeem themselves. The four player-controllable characters are, from left to right: Far Cry 3 Co-Op is a co-operative mode in Far Cry 3 for 2 to 4 players.
