One of the most enjoyable aspects of videogaming has always been the exploration of the game world; searching through an interesting environment, and finding hidden secrets, whether they be ammo, collectibles or additional inventory items.
But do we enter a game already with the urge to explore? I think it's something that the game has to encourage, most of the time. I mean, sure, if a game opens up a door to a new area, the most seasoned of gamers will immediately scan the area they're in for any detail they've missed, most usually looking for ammo or better weapons. But is this an enjoyable because of the exploration? I think it's more to do with the constant need to be prepared in these games, and gamers will always look for a way to become as overpowered as possible. (At least, not including any challenge playthroughs)
Most games seem to think that collectibles are what drives that urge, like the treasure in Uncharted, or the feathers in Assassins Creed II. But I always get the sense that with collectibles, I'm not enjoying the scenery when I'm looking for these items, I'm just scanning the floor for something that sticks out.
And here is the point of contention; the gameplay benefit of exploration. When a player begins a game the only motive they have is to finish the game as fast as possible. You may think otherwise, recalling your favourite games, but think about the first time you play a game. You don't know if the narrative journey is one to be savoured at the time; you just want to get through it. With this in mind, exploration needs to benefit the way the player plays the game.
This can be done in many ways, even in straight up linear design. Make the player go to an interesting place. Exploration doesn't just mean "Encourage the player to travel off the beaten track", it can be part of the very structure. If the player is walking around a really beautiful environment, make a path go through it and interact with it. This was a point that Final Fantasy XIII, a recent game, missed entirely. You were shown interesting environments, but that was where it ended. You were just shown. You were forced to admire great visuals from a distance, rather than be invited to walk up close to them.
And that brings us to the second way of inciting exploration; having something of great visual interest. It's the same reason that in any open world game the player looks for the highest building they can climb, it's something that stands out and looks cool. This can be supplemented by having something acquirable in these places, like a secret boss, a collectible, ammunition, a new weapon - something that benefits how the player plays the game.
The game that scores points on every level for me is Bioshock. Whenever you explore in this game, you find resources. Not just that, but a wide variety of resources. You get money, ammunition, audio logs and even new plasmids, all of which is supplemented by the rich and interesting level design, such as how in every area you can catch various small hints about the downfall of Rapture.
I'm not saying that's the only way to do it, but I feel it's the best execution of the principle I've yet seen. What do you think?
But do we enter a game already with the urge to explore? I think it's something that the game has to encourage, most of the time. I mean, sure, if a game opens up a door to a new area, the most seasoned of gamers will immediately scan the area they're in for any detail they've missed, most usually looking for ammo or better weapons. But is this an enjoyable because of the exploration? I think it's more to do with the constant need to be prepared in these games, and gamers will always look for a way to become as overpowered as possible. (At least, not including any challenge playthroughs)
Most games seem to think that collectibles are what drives that urge, like the treasure in Uncharted, or the feathers in Assassins Creed II. But I always get the sense that with collectibles, I'm not enjoying the scenery when I'm looking for these items, I'm just scanning the floor for something that sticks out.
And here is the point of contention; the gameplay benefit of exploration. When a player begins a game the only motive they have is to finish the game as fast as possible. You may think otherwise, recalling your favourite games, but think about the first time you play a game. You don't know if the narrative journey is one to be savoured at the time; you just want to get through it. With this in mind, exploration needs to benefit the way the player plays the game.
This can be done in many ways, even in straight up linear design. Make the player go to an interesting place. Exploration doesn't just mean "Encourage the player to travel off the beaten track", it can be part of the very structure. If the player is walking around a really beautiful environment, make a path go through it and interact with it. This was a point that Final Fantasy XIII, a recent game, missed entirely. You were shown interesting environments, but that was where it ended. You were just shown. You were forced to admire great visuals from a distance, rather than be invited to walk up close to them.
And that brings us to the second way of inciting exploration; having something of great visual interest. It's the same reason that in any open world game the player looks for the highest building they can climb, it's something that stands out and looks cool. This can be supplemented by having something acquirable in these places, like a secret boss, a collectible, ammunition, a new weapon - something that benefits how the player plays the game.
The game that scores points on every level for me is Bioshock. Whenever you explore in this game, you find resources. Not just that, but a wide variety of resources. You get money, ammunition, audio logs and even new plasmids, all of which is supplemented by the rich and interesting level design, such as how in every area you can catch various small hints about the downfall of Rapture.
I'm not saying that's the only way to do it, but I feel it's the best execution of the principle I've yet seen. What do you think?