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What is good exploration to you?

What is good exploration to you? Pick 5 most important aspects.


  • Total voters
    119

V_K

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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.
 

Funposter

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Morrowind is pretty much perfect barring the lack of multiple paths in dungeons, which is a shame because the skills are present which would make it work. Add some extra ways for sneaky characters to get around things instead of fighting (assuming the Sneak skill worked ala OB and Skyrim), maybe throw in some extra spots where levitation is useful that could also make use of a Daggerfall-style Climbing Skill, add some more underwater areas where appropriate to make Athletics and Swift Swim feel slightly more meaningful. At it's best, Morrowind is about uncovering hidden treasures whether it be from a storytelling or loot point of view. So many of its best moments are based on its stellar itemization, which is why Oblivion and Skyrim are less exciting to explore, despite their greater focus on heavy-handed environmental storytelling in an effort to make every dungeon feel unique (Skyrim more so than Oblivion).

contrast that with Morrowind or Gothic, which while having open worlds, progress through a linear succession of quests, largely depriving exploration of any importance.
I can't disagree more in the case of Morrowind. Pretty much all of the game's best equipment is hidden away in optional areas. Off the top of my head - the Dragonbone Cuirass, Daedric Face of God, Eleidon's Ward, Goldbrand, Umbra, Helm of Oreyn Bearclaw, Masque of Clavicus Vile, Denstagmer's, Phynaster's and Mentor's Rings, all of this stuff in found in random dungeons unrelated to any of the major quests. Then you have stuff like the Fists of Randagulf, Daedric Crescent, Cuirass of the Savior's Hide and Magebane (most player's first endgame quality weapon) which are located in main quest specific dungeons, but are intentionally hidden away so only observant or curious players will find them. Exploration is literally the best and most rewarding part of Morrowind.

Edit: It's also worth noting that things like Chrysamere or the Lord's Mail aren't locked off until the player has their related quest, so they too can be obtained by curious players. The only powerful items to genuinely be locked off (which is to say literally, or having to kill an important NPC before their time) are what - the Ebony Mail, Necromancer's Amulet...anything else?
 

V_K

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contrast that with Morrowind or Gothic, which while having open worlds, progress through a linear succession of quests, largely depriving exploration of any importance.
I can't disagree more in the case of Morrowind. Pretty much all of the game's best equipment is hidden away in optional areas.
I meant importance for progression through the game. Sure, there's lots of optional stuff hidden off the main quest path, but you don't have to explore off the beaten path to finish the game - just follow the main questline.
 

purupuru

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I would add "a varied landscape" to the list, Morrowind is very good in this regard. When you go from Hla Oad to Gnisis and notice the environment change drastically around you, you can really feel that you are exploring new places and not just moving from point a to b.
 

V_K

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I would add "a varied landscape" to the list, Morrowind is very good in this regard. When you go from Hla Oad to Gnisis and notice the environment change drastically around you, you can really feel that you are exploring new places and not just moving from point a to b.
How is it different from the "pretty vistas" option?
 

laclongquan

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Multi path is the way to go. It make sure players paying attention.

Open sandboxy levels/world is not good for exploration because the demands for time and effort from devs make it sometimes not good exploration (copypasta locations)
Using abilities to traverse terrain (levitation etc.): Morrowind, is sometime more like multipath than anything.

Puzzles and environmental challenges are overrated.
Hidden unique loot: just make sure players NOT paying attention to anything unrelated to the loots.
Hidden McGuffins: overrated.
Hidden lore: Hahahahahahahahahaah very funny.
Sense of danger: is more a tactical challenge than exploration. Generally, if a game has plenty of that, its sense of exploration is reduced.
Getting lost: Wizardry 1, Elminage
Exploration-focused progression : aka run to 4 corners to find something and return to quest givers.
Pretty vistas: this assume people paying attention to the background scenery, which is a big assumption. Also what happen to old games that didnt have fast machine to run? Considering the body replacer mods and the habit of playing nekkid girls running around, pretty vista is... irrevelant.
 
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purupuru

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I would add "a varied landscape" to the list, Morrowind is very good in this regard. When you go from Hla Oad to Gnisis and notice the environment change drastically around you, you can really feel that you are exploring new places and not just moving from point a to b.
How is it different from the "pretty vistas" option?
The landscapes don't have to be visually pleasing, in my opinion most regions of Vvardenfell are harsh or even grotesque, but they do need to be distinct.
 

Funposter

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contrast that with Morrowind or Gothic, which while having open worlds, progress through a linear succession of quests, largely depriving exploration of any importance.
I can't disagree more in the case of Morrowind. Pretty much all of the game's best equipment is hidden away in optional areas.
I meant importance for progression through the game. Sure, there's lots of optional stuff hidden off the main quest path, but you don't have to explore off the beaten path to finish the game - just follow the main questline.
i'd wager that finishing the main quest isn't even the goal for the majority of morrowind playthroughs
 

Butter

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M&M3-5 handles this really well. They don't give you a story hook from the start, so exploring the map is your primary motivation. You get a rush every time you get a new skill and areas open up to you. The way enemies move around means that you can sometimes go to high level areas early by simply dodging the encounters, which is a lot of fun.
 

howlingFantods

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Variety is good. If the gameworld is the same wherever you go then there’s not much sense in venturing out in the first place.
In this vein implementing a variety of the exploration approaches listed above could provide a mechanically varied world to explore. The sandbox approach can be used for the over world and the puzzles and multiple paths can be reserved for dungeons, as an example.
 

CryptRat

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if exploring a level is fun, then you'd want to explore all of it, leaving no stone unturned.
Yes, I don't leave any part unexplored, but as you suggest it's not about leaving parts unexplored but rather about acknowledging different abilities, you'll explore a particular dungeon in a different order than the main path (keys, locks) because there's a river and your party can swim or because it's a mine and the doors are easy to bash. That's why you need multiple paths.

Also if we're talking about big dungeons, or better a world which is just a big dungeon as well, then it's more fun to always go "forward" (I mean unto yet unexplored areas) and eventually stumble into an already visited place and then explore another place, rather than having to backtrack, and that means different paths. Verticality also helps that while also making the different locations closer to each other, allowing for a much more compact when as big world.

Different possible orders is fun, it's not a problem that you'll do anything, if it's good then the paths are as much fun as the arrival.

Underrail gave me a good sense of exploration, but I don't know exactly why... different reasons I think.
The world is a big dungeon, and these are the best (Dragon Wars), it's big while areas all feel at least a bit unique (and many are very unique), there are different ways to explore (hacking, lockpicking, TNT, main path via keys and doors, alternative path accessible to all via ventilation shaft, and for example in the Junkyard the two factions propose a different entrance to the actual backyard, which makes it good faction content). Stealth is a big thing, loot is good enough. Most content is not gated behind quests (especially counting the amount of content that you may not face at first but which is technically only very loosely gated) and plenty of mini-bosses, fun encounters and fun dungeons you're stumble upon and struggle with without any quest.
 

The Wall

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Exploration of virtual worlds can feel like tourism, camping in the woods or Conquistador's slow fall in love with newly discovered, harsh & alien land and culture. I'm Conquistador in heart, but I've also been toorist and camped in woods. One thing I always appreciate is when RPG mechanics, storytelling and quests are tightly tied with environment
 
Unwanted

Horvatii

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Exploration is when the game manages to fool me ( with my consent ) that I am not systematically grinding over a limited 2d space for meaningless trash.
 
Unwanted

Horvatii

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Are there actually 3d rpgs that have a 'vista' locations? One without enemies, without any writted word, no loot. Just a place that is something. Like an abandoned tower that you literally explore
for the sake of exploring it. And it maybe tells its story visually and structurally wihtout any payout at the end?
 

octavius

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I thought Might&Magic 6 was one of the best games when it came to exploring, with non-scaled enemies blocking some areas, both unique and random loot to be found, lots of interesting locations like shrines, obelisks and dungeon entrances, and the ability to fly and water walk, all in 3D (crude, but still).
 
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I'm one of those who became enamored with the exploration in Gothic and I'd quote it as the best example of the concept in CRPGs, which is already the best genre for exploration, as it's centered in player agency--the core of exploration.

What I immediately remarked about Gothic was that it gave me the feeling of exploring in real life. To describe this particular feeling is difficult without making it too personal and difficult to relate to by others. In any case, it was clear by playing the game that the creators of Gothic had the same understanding of the concept as I did.

In the poll, Gothic appears related to "hidden loot" and "sense of danger". I'd quote the second element as essential to the Gothic experience and one that elevates it above others. Gothic was able to recreate the feeling of being alone at night in nature. If you don't know what I'm talking about, go take a walk alone in the woods at night and see how you feel. Danger shouldn't be seen only in the sense of survival, but also as something that seduces. It's related to the hero's inner quest. You can go deeper into it or turn back, but at some point you may get lost--that's when survival begins. There are unknown dangers lurking in the shadows, every shape comes alive. When you come back to safety, you'll feel different.

Another game that got "sense of danger" right: Kenshi. Exploring in Kenshi, particularly when you go blind and don't know much about the world, is quite amazing. Few places are scarier than the swamps at night; you can find yourself in a situation where you get captured by cannibals and put in a cage. Danger becomes memorable as a consequence of agency, as you're playing your own story and in the end you'll have a story to tell. This is a kind of roleplaying that doesn't need narrative.

Having "Hidden loot" is interesting, but the keyword here is hidden. Anything that is hidden and valuable from a sense of character progression is a good motivation to explore, but it depends on the game. Good itemization here helps the world feel authentic and properly mysterious.

Where Gothic is also superior is precisely the authenticity. Every single element should contribute to it, from the features of the terrain, to the spacing of various elements, to the interplay of visual and non-visual cues, the necessary understatement of certain elements--all this as far natural features go. Then there are the NPCs, their lines, their life stories, the things they care about, the houses they live in, etc. Gothic 2 had a typical fantasy schlock story but it didn't matter because all the proper elements were in place.

Exploration doesn't need to be open world, but an open world RPG is duty bound to provide good exploration. I thought Fallout New Vegas was a good example. Not only was it an interesting setting in its own right, it tied perfectly with the narrative. One perfect demonstration: you can see the casino tower from most of the map, its significance is obvious, yet, as everyone knows--you can't just walk into Mordor. The tower becomes part of the background while you explore the world and, as such, acquires symbolic meaning as you slowly inch closer to it. When you finally walk into it, then the narrative also reaches a critical juncture, all threads come together at the right moment.

Speaking of which, was the exploration better in New Vegas or classic Fallout? How much of the world should you see? When you have to fill in the gaps with imagination, the things between those gaps must be evocative enough to establish hidden connections between themselves with only the slight encouragement of the media--a small dot moving slowly across the map, dissipating the fog of war; suddenly a circle appears. I don't think there's an answer to this question, but I think one must keep in mind that there's exploration as a game design concept and exploration as metaphor. One can apply the metaphor to music and books and claim they are superior to games, but then we'll be talking different things.

There's also exploration in rail-roaded games like the Final Fantasies, which is rewarding if you like the base experience, but is still very limited in scope. Yet without it, the games would be much worse for it. Finding rare cards in FFVIII or hidden location using the sub in FFVII is something I'd consider good examples of exploration.
 

DraQ

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Good exploration is when:
  1. Stuff is hidden.
  2. Hidden stuff is worth finding.
  3. Hidden stuff can be legitimately missed - you don't do it automatically or randomly just by going through motions, it needs player's involvement and insight.
The rest is fucking details.
 
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