the reviews from Far Cry 6 seem to have uncovered the classic Pandora’s box for open world all. The game was not considered bad, but simply tiring, either because it comes from a long tradition of similar titles, or because spending time doing the same things for tens of hours begins to be at least cloying, beyond all the others. possible considerations. Especially in titles with narrative ambitions, finding oneself in infinite loops that can please only those who have a lot of time to lose, waiting to hardly reach the next turning point of the story, is becoming counterproductive for the immersion and for the final rendering of the experience itself. For some time this system has worked, but now it is starting to show all its cracks, especially when it is managed in an overly didactic way and in a very long time.
The current open worlds are often managed like amusement parks, that is, you pay the ticket, enter and look for the points of interest, always well marked on the map, in which to carry out the various activities. The rest is just a side dish. What should be the core of the experience, that is the open world, too often becomes just space to cross as soon as possible to reach our next destination. In some cases it is a space that appears alive, as in Red Dead Redemption 2 (the son of a budget that only Rockstar can afford), in others it is an inert and without substance, which only makes us waste time. In how many open worlds do you find yourself unable to do practically anything outside the points of interest? Many, too many.
Now, the problem is not there structure open world itself, but the hours of gameplay bulimia that accompanied it. With each new title, the developers are keen to let people know that they have created the largest map in the series or the largest ever, which in terms of gameplay boils down to the multiplication of question marks to be reached. The problem is that often so much grandeur also translates into an overall insignificance that kills the experience in the long run, when you start to feel repetition fatigue, that is, when doing the same things is no longer satisfying and, indeed, boring. , almost becoming a job that you want to get rid of as soon as possible.
The solution is obviously not to abolish open worlds, but to rethink them, perhaps shortening them when necessary, instead of applying nowadays trite techniques of broth lengthening. Will we ever be able to see newly conceived open worlds? Or will we remain forever anchored to the current model?