Asset reuse in videogames is essential, and we need to embrace it, says Assassin’s Creed and Far Cry director: ‘We redo too much stuff’

Asset reuse in videogames is essential, and we need to embrace it, says Assassin’s Creed and Far Cry director: ‘We redo too much stuff’


Do you remember Far Cry Primal? Ubisoft’s prehistoric spinoff was pitched as an intriguing departure from the formula, in which players would leave their jeeps and helicopters behind to embrace life at the dawn of the Mesolithic period. They would tread lightly between the Carpathian mountains, taking down saber-toothed cats as a club-wielding tribesman with the voice of Adam Jensen from Deus Ex.

Then, within the first week of release, players started to experience deja vu. They noticed a familiar curvature to Far Cry Primal’s waterways, and a well-worn pattern to the paths that crisscrossed the Oros valley. This, despite the geographical and historical disparity, was roughly the same map they’d conquered in Far Cry 4.


The controversy was a source of frustration to Alex Hutchinson, Far Cry 4’s director, who was still working at Ubisoft during the development of Primal. “I kept saying to them, ‘Just announce it, because someone will figure it out. Just say it’s the same place 40,000 years ago. And then it’s cool.’ They didn’t say anything and then everyone was like, ‘Cheap developers!’, as always.”

Article continues below



News Source link