Excommunicator
Arcane
- Joined
- Oct 19, 2010
- Messages
- 3,524
Well, I don't see a big difference between humping the ledge to see if an invisible wall blocks your way or checking if it's climbable with a command.
Of course you don't because you're reducing them to small, insignificant instances that involve neither time nor interactivity as a meaningful measurement. Even though it's straying from the broader point, moving up to a ledge to test its interactivity is completely different to getting what is essentially a mapped layout of the room before you even explore it. Like I said, it isn't about what it means in isolation, but designers are the same as most people in that they are often clueless fools who don't understand how the final effect of minor mechanical changes is often more than the sum of those changes. You can't say "well this mechanic is insignificant by itself so there's no point complaining about it" and then ignore the broader effect it'll have on both the the way the designers construct the game world AND the way people play the game.
The "exploration factor" would come from having a reason to do so.
What are you saying, that exploration is only relevant when the reward is guaranteed? A guaranteed reward means not only that you will get it at the end, but that you need to know what the reward is before you look for it, as well as what is required to get there. That is the criteria for a guaranteed reward. Do you really think exploration is about that? Exploration is about the possibility of reward. This means the possibility of finding something you didn't expect (or want) and even the possibility of finding nothing at the end of your search.
A game like Thief is very much about "the more you put in the more you get out". It is this very principle that carries the entire lore of the game which you only get to see if you go searching for texts. If the game is going to prompt you for interactivity so that you don't actually need to use that part of your brain even at a low level then it's going to be stunted from the beginning and flawed from conception, no two ways about it.
I haven't played Fallout 3 so I can't comment but it sounds to me like you're trying to use a very simplistic example to explain how a theory can't be relevant. If in Fallout 3 all you do in the environment is search for miscellaneous items then that implies a very poor exploration system to begin with. If you are entering an area with preconceptions about the possibilities of interactivity then you are already a step behind in what "exploration" actually provides. Proper exploration requires there to be an element of uncertainty; "there could potentially be something here which doesn't fit my prior encounters of the game" which can be as simple as a switch that looks completely unfamiliar or an object you haven't seen before. Now I get that designers these days are trying to avoid or eliminate everything in games which relates to uncertainty in order to prevent potential frustration or confusion by half witted players, and that's a much bigger problem but this is a part of that ideology in action. The design process is flawed from the start and it flies in the face of what exploration is actually about.