V_K
Arcane
Going by some recent and not that recent discussions, it occurred to me that what people mean by good exploration can vary greatly. So let's discuss - what do you value when exploring and what you don't care about? And what are the games that do it best?
Personally, exploration is most fun to me when it's the main driver of progression. Consider, for example, Grimrock 2: you only have one overarching objective - to escape from the island - there are no main or side quests beyond that. Instead narrative is structured through level design, in a kind of horseshoe loops: you explore freely until you come upon an obstacle that blocks your progress (a puzzle, a trap, a locked door), then you explore sideways to find a solution. Bonus points if the solution can be accomplished in several ways depending on your character build like in Quest for Glory or, more recently, Prey (although the latter two have more of a mixed, both plot- and exploration-driven progression). And you can contrast that with Morrowind or Gothic, which while having open worlds, progress through a linear succession of quests, largely depriving exploration of any importance.
On the other hand, I've recently found out that I don't care for multiple paths through the levels as much as I thought. Though in retrospect it's quite logical: if exploring a level is fun, then you'd want to explore all of it, leaving no stone unturned. And if it's not fun, even figuring out which path to take becomes a chore.
Personally, exploration is most fun to me when it's the main driver of progression. Consider, for example, Grimrock 2: you only have one overarching objective - to escape from the island - there are no main or side quests beyond that. Instead narrative is structured through level design, in a kind of horseshoe loops: you explore freely until you come upon an obstacle that blocks your progress (a puzzle, a trap, a locked door), then you explore sideways to find a solution. Bonus points if the solution can be accomplished in several ways depending on your character build like in Quest for Glory or, more recently, Prey (although the latter two have more of a mixed, both plot- and exploration-driven progression). And you can contrast that with Morrowind or Gothic, which while having open worlds, progress through a linear succession of quests, largely depriving exploration of any importance.
On the other hand, I've recently found out that I don't care for multiple paths through the levels as much as I thought. Though in retrospect it's quite logical: if exploring a level is fun, then you'd want to explore all of it, leaving no stone unturned. And if it's not fun, even figuring out which path to take becomes a chore.