Far Cry 6’s Biggest Mistake: Ditching Player Freedom

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Far Cry has been around long enough to have gained both lifelong fans and its share of criticism. From the Himalayas of Kyrat to the sun-scorched anarchy of Yara, the series has consistently provided crazy action, larger-than-life personalities, and explosive gameplay. But along the way, Ubisoft forgot what made Far Cry something more than a standard shooter.

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Let’s take a step back to Far Cry 5, which didn’t merely present a main plot—it welcomed gamers into something much more innovative: Arcade mode. If you didn’t give it a shot, you missed experiencing one of the series’ most overlooked aspects. Imagine this: you’re trekking through Hope County and come across an arcade game.

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But rather than retro games, it’s a gateway to infinite community-created maps—and best of all, you could create your own. Less “extra mode” and more “hidden creative nucleus,” in which every player stood a good chance of becoming a level designer, game master, or simply the crazed genius who believes rocket launchers are meant for barns.

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It wasn’t the tools that made Arcade unique. It was the community. One minute, you’d be sneaking around a creepy, atmospheric bunker map. Next, you’re jumping from floating platforms in a neon-lit fever dream.

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Each maker added their flavor, and you could sense their personality in the maps. It was sloppy, wild, and infinitely replayable. For some, Arcade became more habit-forming than the campaign itself. And then Far Cry 6. Larger map. Flashier world. No Arcade.

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Rather than expanding upon what was successful, Ubisoft cut out the mode altogether. No more map creation. No more collaborative creativity. Instead came a heavy emphasis on scripted narrative moments, flashy equipment systems, and microtransactions. The sandbox progression and skill trees were replaced by loot systems and premium currencies. The liberty that once characterized the franchise was suddenly usurped by a more controlled, more regimented experience—one that felt more like a product than a sandbox. It wasn’t merely disappointing—it was a betrayal of what Far Cry represented. 

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Arcade mode could have been something amazing. With assets drawn from throughout Ubisoft’s library (Far Cry, Watch Dogs, Assassin’s Creed, and so on), there was the potential to make a universal content hub—a community playground spanning franchises. But Ubisoft didn’t go that way. They opted for polish over potential. Monetization over imagination.

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And yet, Far Cry 5’s Arcade mode still hasn’t died. Thanks to its arrival on Xbox Game Pass, there’s been a surprising revival. Jump into multiplayer now, and you’ll still find packed lobbies, inventive maps, and a dedicated group of players refusing to let the dream fade. This corner of the Far Cry community isn’t just alive—it’s thriving. It’s a place where players aren’t just along for the ride—they’re steering it.

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The elimination of Arcade mode in Far Cry 6 wasn’t a design choice so much as it was a philosophy shift. Ubisoft abandoned enabling players to build and doubled down on control and monetization. And yeah, Yara is a beautiful setting, and the audio of the game is incredible. But the essence—the aspect that beckoned players to leave their mark—is gone.

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There’s still time to take it back. Gamers never quit wanting to build. The success of Minecraft, Dreams, Roblox, and even Halo Forge shows us that the desire to build and share is greater than ever. If Ubisoft is to make Far Cry bold again—not merely enormous—they must go back to what made it enchanting: empowering the player to do things with the tools, the freedom, and the spotlight.

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Until now, the closest thing to Far Cry’s true spirit isn’t in Yara’s jungles—it’s in Far Cry 5’s Arcade’s strange, enchanting maps, where imagination’s still unchecked.

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