Is that developer actually lazy for leaning on an old reload animation, or are they simply smart?

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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."

The Far Cry Primal map debacle wasn't the first of its kind. A couple of years earlier, Activision released Call of Duty: Ghosts, and fans picked up on the fact that its opening mimicked the motions of Modern Warfare 2's ending—reusing a highly specific set of animations in which two limping and injured characters were escorted across a blasted warzone. At the time, the scene was viewed as evidence that the series had lost its power to surprise—a major PR blow for an FPS sold on the promise of expensively-rendered spectacle.

For a while there, asset reuse became a byword for laziness in the eyes of many gamers. And this was a big problem for developers, who relied on an iterative model to create better sequels to their games; it was the groundwork provided by previous entries that allowed them to build higher, dedicating time to new features and ideas.

"In Assassin's Creed, animations move through multiple iterations," Hutchinson says. "Black Flag reused like 80% of Assassin's Creed 3. So there's always some reuse, at least in the big studios."

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Search YouTube for videos on asset reuse today, however, and you'll notice the tone has turned. The platform...Read more: Full article on www.pcgamer.com

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