![Wild Breath 2: Cry of the Far [Left] Lightning strikes in Breath of the Wild / [Right] Grass burns in Far Cry 2](http://gangles.ca/images/farcrybotw.jpg)
While I was playing The Legend of Zelda: Breath of the Wild over the holidays, I kept thinking about Far Cry 2. Of course that’s not uncommon; I cut my teeth writing about games in ~2008, so I tend to see Far Cry 2 everywhere (game design pareidolia). However, rather than a vague impression, Breath of the Wild evoked specific ideas that director Clint Hocking explored in a 2009 GDC talk entitled “Fault Tolerance: From Intentionality to Improvisation”. I’d like to use that talk as a framework to compare the two games and discuss some common mechanics that are used to similar effect.

Clint begins his talk by discussing intentionality in games, which is “the ability of the player to devise his own meaningful goals through his understanding of the game dynamics and to formulate meaningful plans to achieve them.” Games that support high-level intentional play (e.g. immersive sims, stealth games) tend to have “robustly interconnected systems”. The player must develop a deep understanding of both how these systems work in isolation and how they interact with each other.
The flow of play can be divided into two phases: a composition phase (deciding and figuring out what to do) and an execution phase (doing it). Games that favour execution are more “ride-like” (Call of Duty), whereas favouring composition is more “puzzle-like”. Intentional play emerges when the two phases are kept in a “game-like” balance.
Clint notes that messy systems (generalized physics, crowds, fire) tend to collapse the player’s intentionality. However, he also felt that the “simulation of broader more chaotic and unpredictable systems” was the future of game design. Thus, with Far Cry 2, Clint’s initial goal was to explore how highly intentional play could be preserved in a “highly dynamic and free-form” environment.
At one point later in development, Clint and his team decided that some of the high-level faction systems they’d been developing needed to be cut. However, he was concerned that this would discourage the player from making complex plans. Shortening the composition phase might make the game more “ride-like”, which would subvert intentional play.
However, he observed that systems that inflict “small unpredictable losses” (malaria, wounding, gun jams, grenade rolling down a hill) kick the player out of the execution phase and force them to improvise. The player therefore “switches back and forth between composition and execution several times in a given battle”. A short composition phase is balanced by a short execution phase, and intentionality is preserved.
Improvisational play is therefore “intentionality compressed”, and randomness is “the pressure cooker that pushes the already intentional player to react and improvise a new plan on the fly.”

In this vein, Breath of the Wild has two systems that inflict small semi-unpredictable losses on the player. The first is the weapon degradation system. Weapons are fragile, which makes them unreliable. When their weapon breaks, players are forced to adapt. They can pull an alternate (perhaps less familiar) weapon from their inventory, or try to make use of whatever environmental tools are currently on hand. One streamer observed that weapon degradation naturally pushed him to explore the game’s other mechanics, such as stealth and fire.
The weather system can also work against the player. Snow and sandstorms are blinding. Thunderstorms unleash lightning strikes against metal equipment. Most commonly and annoyingly, rain makes climbing just about impossible. Unlike previous games in the series, the player also has no tools (e.g. Song of Storms) to control the weather. When inconvenient weather rolls in, their only real options are to pass the time or adapt their plans.
These chaotic systems therefore serve the same purpose in Breath of the Wild as they do in Far Cry 2: inflicting random small losses on the player to force them back into the composition phase. Unexpected setbacks compel the player to slow down, to observe, and to think; it may even push them to engage with systems that they may otherwise have ignored. Even in her annoyance with Zelda’s weather system, Patricia Hernandez pointed out that: “without these rain mechanics, I wouldn’t have all these ridiculous stories, huh?”
Video by Alex Wiltshire
Another aspect of improvisational play is how the player handles having their plans upset (i.e. being kicked out of the execution phase). As Clint points out, in a “ride-like” game, this usually means just dying and restarting from the last checkpoint. In a more intentional stealth game, the player may be able to recover from a loss, but the cost of failure is so high that they’re just as likely to just quickload the last save.
To encourage improvisation, the player must be willing to fall back into that composition phase (rather than simply reloading). This means that any random unpredictable losses have to be quite small. As Clint points out: “you rarely die from these events – unjamming a weapon takes no more time or effort than reloading does.” Furthermore, the game generally needs to be forgiving of the player’s mistakes.





