Since its debut back in 2004, theFar Cryseries has become one of Ubisoft’s most iconic properties. The series owes its success to its engaging gunplay, charismatic antagonists, and chaotic open worlds. However,Far Cry’s latest entries have often fallen short of expectations.

For various reasons, everyFar Crygame sinceFar Cry 4has been the target of criticism. This includes mainline games likeFar Cry 5andFar Cry 6as well asspin-off games likeFar Cry PrimalandFar Cry New Dawn. While these recent games have followed theFar Cryformula for success, one of the series' most integral elements could be holding it back.

Far Cry 6 Tag Page Cover Art

How Far Cry Could Benefit From Putting Open World Exploration on the Back Burner

The Ups and Downs of Far Cry’s Open Worlds

Open world explorationhas long been a core pillar of theFar Cryseries' gameplay. Each entry in the franchise drops players into a remote and dangerous location where they must scavenge supplies, fend off wild animals, conquer enemy outposts, and complete missions for local revolutionaries in order to survive — all of which can be done at the player’s own pace as they traverse an open world filled with unique biomes and rugged terrain. Though this approach to game design was a major draw for earlierFar Crygames likeFar Cry 3, the concept of an Ubisoft open world has become a turn-off for many players.

After Ubisoft began applying the same open world design philosophy to game after game, it became less and less creative with the application of said philosophy. Whether it was in aFar Crygame or anAssassin’s Creedgame, the end result was a gameplay loop composed of raiding repetitive bases, climbing tower after tower, and completing predictable missions. WhileFar Cry 7is supposedly taking steps to reinvigorate exploration, the series might just be better off taking a break from its open world format.

What a Linear Far Cry Game Could Look Like

Rather than devoting so much of its resources and development time to creating a vast open world that will likely be filled with repetitive side activities, taking a more linear route with a futureFar Crygame could be just what Ubisoft needs to renew interest in the series. It would allow Ubisoft to focus more intently on writing the game’s story and ensuring that the dynamic between the protagonist and antagonist is more satisfying than it was inFar Cry 5andFar Cry 6. Consideringhow important villains have become toFar Cry, this is something that the game really needs to nail.

More time could also be spent experimenting with and polishing gameplay.Far Cry 5brought the melee weapon and pet system fromFar Cry Primalinto the mainline series, andFar Cry 6introduced Supremo gadgetsand an RPG-esque gear system. However, the minute-to-minute gameplay in both games felt stale and watered down in certain areas compared to previous games. A smaller scaleFar Crywould give Ubisoft the ability to not only devote more time to fine-tuning the gameplay but bring back some of the features — likeFar Cry 3andFar Cry 4’s healing animations — that were skipped over in recent entries.

While it would be difficult for theFar Cryseries to separate itself from the open world format,Far Cryhas proven its capability when it comes to crafting more linear experiences in its games. Some of the most memorable sequences fromFar Cry 4were set in smaller zones outside the main map, like the prison escape sequence in the Don’t Look Down mission. The remote nature of the prison combined with the initial helplessness felt by the protagonist to imbue the mission with that classicFar Cryfeel, but the smaller scale allowed the developers to curate an effective and engaging gameplay sequence. If Ubisoft applied this sort of design to an entire campaign, then it could avoid multiple hurdles and address several of the series' weaknesses.