I assume the difference between spec ops and Farcry is a qualitative change in content and not just metaphorical character which is supposed to exorcise the content of its banality.
yeah, i generally thought so. i think beyond everything else, the main difference is the way the games acknowledge your behavior and the way the narrative gives you feedback about what you've done. in far cry 3 there isn't really a ton of useful or informative feedback outside of one of your friends occasionally saying YOU'VE CHANGED or the main character saying something slightly gross contextually. i did just play the first half, so i may not be giving the game sufficient credit in this department, but when i gave up on the game there wasn't any genuine conflict beyond that which you really see in something like call of duty: the main character going on some gross, unproductive killing spree, with no nagative consequence. certainly i found it gross, but no more gross than any of those other games, which is why i didn't find the experience singular enough to keep playing it. that the game is a sandbox game with a lot of mundane stuff to do doesn't really help matters, as there's no value to doing any of that, short of leveling up and making your murders a bit easier. i got the feeling that the game's writer had some larger metaphoric intent with that, but it was completely lost on me as an unnecessary component of an already uneventful narrative. i guess ultimately it was there just as another reward system in a game that shouldn't have had more reward systems, but i didn't find more repulsive things happening to have much of a useful cumulative effect beyond just making the game more unpleasant to play over time. that's kinda the point, sure, but it's the same reason why i don't like playing call of duty. i have a difficult time saying we need more of that sort of thing, nearly verbatim no less.
in some ways spec ops: the line is still a rather similar game, but the narrative is a lot less passive in how it responds to what you do in the game. it's without a lot of useless distractions, and the game systematically goes about showing how everything you've done in the game is terrible. far cry 3 kinda glosses over the enemies of the game for the most part, as they're all mindless predators in one way or another and easily justified internally as self-defense, but over the course of the line you see that the player character is the predator, and you're made acutely aware that absolutely everything you've done in the game was unnecessary and without positive benefit. i find this a whole lot more interesting. i've never really played a game quite like this, where the whole function of the narrative is to go about systematically frowning on you even playing the game at all, hence my giving it probably a little bit more credit than it deserves. there's no real reward to anything you've done, everybody hates you, and there's nothing you can really do to get the traditional levels of internal game satisfaction. the whole thing is still rather heavy-handed, and it's still rather depressing how spec ops the line has more value/function in the context of videogame storytelling being deplorable, but it is nice that we're starting to see more games where the function of the narrative isn't to just tell the player how great they are for completing its arbitrary tasks, where there exists legitimately harsh consequence for normally brainless videogame behavior.
it is the same game in a sense, with both games being explorations of the misery of armed conflict, the point of both ultimately being that the player character is wrong to have gone about it this way. but spec ops the line is compelling for its rather active feedback alone, doing a rather good job of showing you the horrors you have perpetuated amidst your naively good intentions. far cry 3, lacking this, just doesn't feel substantially different from the experience a sane person could have objectively playing call of duty.