Previously, Ubisoft had revealed that the fifth entry in the Far Cry series, Far Cry 5, would not include minimaps or towers. Both are typical of open-world games, helpful navigational tools meant to assist players in finding points of interest on sprawling maps with several objectives. Fans have been speculating on why, with this installment, the normal format was switched up.
One of the biggest changes Ubisoft is making with Far Cry 5 is the removal of the mini map. The mini map became a staple of the franchise after.
According to an interview with GamingBolt, lead writer Drew Holmes said it all has to do with 'helping to increase exploration.'
Far Cry 5 Minimaps: Why the features were omitted
In his interview with GamingBolt, Holmes said that in Far Cry 3 and Far Cry 4, there was a rhythm that players got into where they would seek out a tower, hit a button and then see 'all of these things pop up.'
'We really wanted to focus on exploration with a sense of, ‘I’m not sure what to do or where to go’,' Holmes said. Apparently, the decision was also made with the game's location in mind, as Holmes said the goal of getting rid of the towers was to 'force' players to interact with NPCs and other people — and to pay attention to their surroundings in-game. These were all deliberate decisions to weave together what the team called a 'believable world.'
As far as minimaps go, Holmes said their removal was to ensure players aren't always 'staring at a little corner' of their screen asking what's new in the world.
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“You’ve got to actually pay attention to the world and making sure that the art side is doing a good job of making sure there are good landmarks to orient yourself,' Holmes elaborated. 'That it becomes more of less the game guiding you on where to go, and more of you saying, ‘where do I want to go, what do I want to do today?'”
Holmes' explanations for both decisions make sense, even if they may be frustrating for players who enjoy having their hands held or looking at minimaps.
It's interesting that the removal of said mechanics and tools are the way Ubisoft chose to go, rather than adapting by introducing different gameplay. But if you were interested in why these decisions had been made, this pretty much seals it.
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Check out the latest from Mic, likethis essayabout the sinister, subtle evils lurking in rural America that Far Cry 5 shouldn't ignore. Also, be sure to read our review of Tekken 7and a piece on thebest gaming dads of all time.
Last week news hit that Ubisoft’s trademark radio towers and open-world staple mini-map weren’t going to feature in the upcoming Far Cry game. This was met with huge praise considering how tedious and downright boring the mechanic of climbing radio towers to reveal unexplored areas of the map was for most fans.
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Chatting to lead writer Drew Holmes, Gamingbolt asked what the creative decision was behind removing these iconic mechanics.
“I think it’s because it helps increase exploration,” Holmes said. “I think in Far Cry 3 and Far Cry 4 you got into a rhythm of, ‘the only way that I can find out what to do in this area is to go climb a tower, hit a button and all of these things pop up.’ We really wanted to focus on exploration with a sense of, ‘I’m not sure what to do or where to go’.”
“I think when you set a game in a more familiar setting like Montana, we wanted to compare it to, ‘what would I do in this situation?’” Holmes continued. “I’d have to go and try and meet some locals, see if they’d do anything. Or go to a town and see if there’s anything to do around there. So the goal really was to get rid of the towers as a way of forcing me to interact with the people, pay attention to my surroundings. And sort of intuitively figure out, ‘well, if there’s a town here, there’s a gas station down the road,’ so everything sort of feels like a believable world.”
Regarding the mini-map removal, Holmes said that the team’s reasoning for axing the mini-map was that it detracts from the beauty of exploration.
“The removal of the mini map was so you’re not staring at a little corner of your screen saying, ‘what’s new in the world?’” he said. “You’ve got to actually pay attention to the world and making sure that the art side is doing a good job of making sure there are good landmarks to orient yourself. That it becomes more of less the game guiding you on where to go, and more of you saying, ‘where do I want to go, what do I want to do today?’”