It’s not about the rush that we feel when we kill things, it’s about why is Jason on the side of killing and why the player is on the side of killing, which is a very different question. I don’t know if I’ve explained the subtlety of that, but part of what I’m trying to do with Far Cry is ask the question overall of whether life should be easy and fun, or whether it should be difficult and rewarding. And what love is, also. I was very much inspired by an article that Jonathan Franzen wrote in the New York Times about falling in love with tech devices. It’s called something like, “Liking is for cowards. Go for what hurts.” Basically, you could say that article inspired this game. Real love, he argues, is painful and hard. And a lot of times, not fun. It’s work. This tech love, on the other hand, is all fluff. It mirrors yourself back at you.
This game is an examination of that issue. The game attracts people like a tech device. Gameplay loops are based on tracking people without being hard.