Arma 3 sync waypoints
In my opinion, GRFS tried to bring in that casual market, not realising that by doing so they were taking out the very basics that made the franchise’s fans happy, and thus more likely to buy the next iteration. Modern Warfare received much acclaim for the move and setting (even from the ever cynical Yahtzee!), and since then, most shooter genre developers have tried to ape the formula (for the massive piles of cash it generates), with varying levels of success. It took the idea of a modern military-themed game and turned it from being an ultra-serious endeavour like OGR, or Arma/OFP, or (at the softer end) even BF1942 (my introduction to MP shooters, via the Desert Combat mod) and made it much more accessible to a casual audience. If I were to throw on my old man beard (and smoke a pipe), I’d say that the shift from tactical gaming to more casual ‘hop in and play’ started with Call of Duty Modern Warfare. How is this relevant? Well, it got me thinking about tactical gaming more, especially as it’s a genre that is criminally overlooked. Since then, I’ve been playing more Arma 3 (if you haven’t got it yet, I’d suggest it if you’re a fan of hardcore tactical games), and starting to consider doing some modding for it.
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In the last blog, I basically implored the devs to remember the roots of the franchise and treat that as the reference, rather than their most recent effort, which was Ghost Recon in name only.
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In this part, I intend to go over game choices, modding, and multiplayer, in what will doubtless be another wall of text! So grab a brew, pull up a pew, and let’s crack on.
![arma 3 sync waypoints arma 3 sync waypoints](https://dev.arma3.com/assets/img/box-arts/malden.jpg)
Here we go, with the second blog post about my hopes, fears and ideas for Ghost Recon Wildlands! If you haven’t read Part 1, you can find it here. Ghost Recon – Part 2 – Game Choices And Modding