Thread: Tone Control Episode 4 - Clint Hocking | Forums

  1. #1
    StrayDog_RR's Avatar Senior Member
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    Jun 2012

    Tone Control Episode 4 - Clint Hocking

    Steve Gaynor's podcast Tone Control Episode 4 - Clint Hocking (direct link)


    0:00:00 - introduction
    0:01:35 - getting started at Ubi

    0:08:11 - impressive tech of Splinter Cell
    0:09:45 - traversal animations / a character who physically connected to the world
    0:11:08 - Steve Gaynor: the first level design experience using Splinter Cell editor
    0:14:17 - sit down at my desk and work for 14-16 hours... feeling awesome
    0:16:35 - at alpha the lead game designer left the project, at beta the script writer left
    0:18:47 - I cut my own level
    0:20:00 - levels made by Clint
    0:21:39 - shepherding a lot of stuff
    0:22:58 - the core of the team vanished

    0:25:15 - CT pre production
    0:26:27 - writing for Tom Clancy licence
    0:27:12 - Navy Seal improved Cargo Ship mission
    0:28:20 - characters and playfulness between them
    0:29:31 - I've only played Pandora Tomorrow once / Patrick Redding
    0:30:55 - relationship between Sam and Grim
    0:32:25 - Sam's dark sense of humor
    0:33:32 - a 'funny' story about interrogations
    0:37:31 - Steve Gaynor: Gone Home creepy attic SPOILERS!
    0:39:32 - Chaos Theory release date slips
    0:41:35 - E3
    0:45:03 - ridiculous animation of switching weapon's attachments
    0:46:48 - big changes in Splinter Cell philosophy / no game overs
    0:49:45 - all interactions must be as systemic as possible

    0:52:25 - GDC talks

    0:58:41 - Far Cry 2 / I don't want to make another Splinter Cell, I won't make a better one
    1:04:07 - choosing the setting: from Mars to The Arctic
    1:05:31 - Steve Gaynor: mundane/magic of Dunya engine
    1:07:23 - early prototypes: trees, wind, fire
    1:10:23 - making sure everything is simulated
    1:12:37 - Steve Gaynor: downtime in open world games
    1:14:24 - Steve Gaynor: Far Cry 2 is nihilistic
    1:15:11 - Far Cry 2 is kinda hopeful
    1:17:10 - The Jackal
    1:18:34 - Steve Gaynor: awful quests from awful people
    1:20:02 - the game is too dark
    1:22:05 - finished the game for the first time... on Infamous
    1:23:37 - the game is unforgiving / weapons degradation
    1:25:47 - the majority of people who gave up did so within the first hour
    1:27:36 - weapons jams and improvisation
    1:30:37 - buddy system design
    1:36:11 - unique arms and legs
    1:37:20 - minimum number of buddies
    1:39:32 - Steve Gaynor: highly systemic, highly emergent, highly surprising game
    1:41:24 - GTA3
    1:43:00 - people still care about Far Cry 2
    1:47:00 - pet zebras / simulation of animals
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  2. #2
    Martythemerc's Avatar Member
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    Mar 2010
    Again, from my self imposed exile - I'm glad to see someone's also interested in the Clint Hocking vision of gameplay. His masterpiece, Far Cry 2, was greatly underestimated, as well as misunderstood by regular gamers as he delved early into the open world. His belief of REALISTIC IMMERSION was shunned because it "was too hard to play" by many who were used to have their hands held. His game fought back while other games ( including Far Cry 3) only let you fight the easy fight by prodding you how to fight. The few glitches in Far Cry 2 were not game killers in my opinion, but became challenges to overcome. The art work used real color pallets in real world environments, not the over saturated cartoonish pallets. Background sounds, important to any environment were realistic, down to the buzzing flies, and were not over exaggerated by any means like they were in Far Cry 3. The AI accented talk was real too and sounded right with the correct accents - not the cartoonish mimicking of an accent saying stupid things. Clint Hocking gave us means to plan our day and plan our missions, along with gorgeous sun rises and sun downs - to allow good night time play with ample time not rushed. He gave us the ability to use the environment against our enemy our way - not his way. The fast travel by bus was even realistic, but only to 4 corners - letting you ride the rest at your peril. The fast travel in Far Cry 3 was too generous to not allow for exploration. I was really disappointed by FC3 and only played it once. I still play Far Cry 2 - making each play a new experience by doing things differently. FC3 will be used as a trade in for GT5. Clint Hocking had/has the right idea.
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  3. #3
    Clint, just letting you know that some of us would like another Far Cry 2... Well at least two of us anyway.

    And besides the gameplay, the music is also ****ing awesome. Sometimes I go on a run with the combat tracks in the Ipod. Whatever you do, BRING BACK THE FC2 MUSIC GUY!
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