(Image credit: Pixabay PIX 1861) |
A while back, Overthinking It discussed how players enjoy exploration
and discovery in video games. The argument was that a discovery is something players learn or find. A good discovery provides a thrilling sense of
accomplishment, but these discoveries are only made through the process of
exploration.
From a design perspective, it’s not enough for your games to
have discoveries that entertain players; the players need to enjoy — or at least
tolerate — the exploration that leads to those discoveries.
Forgotten
Tavern tried to apply this concept with discoverable equipment
upgrades. As the story progressed, scene descriptions changed over time to
encourage exploration and lead players to better equipment. (Feedback
suggested that the discoveries were appreciated, but the exploration mechanics
could have been improved.)
The Ultima series gives better examples of a well-executed exploration/discovery
process. Jimmy Maher at The Digital
Antiquarian explains:
“The gratification that comes when
another piece of the puzzle falls into place is considerable. Ultima has always
been better at delivering that thrill of exploration than just about any other
CRPG. [….]Ferreting out these secrets and hidden mechanics contributes to
another thing Ultima always does well: making you feel smart.”
Maher calls it “exploration,” but finding secrets and hidden
mechanics sounds more like “discovery.” This difference is noted in Andrew
Plotkin’s comment on a
post about Ultima IV:
“It was an exercise in
detail-oriented patience. You *can* see that extra pixel if you look for it
*every time*, and if you don’t — well, you’re playing the wrong game.
Similarly, every NPC has something to tell you, and you plumb their stupid
conversation keywords until you find it. If you haven’t seen the other side of
a lake or mountain range, you’re not done with it.”
The Ultima games were designed to support exploration that led to interesting discoveries. These dynamics are also seen in a more recent game, Fit for a King. It has graphics that are clearly influenced by earlier entries in the
Ultima series:
(Image via Kitfox Games) |
But I was delighted to learn that the similarities are more than
visual. Fit for a King has 26 royal commands that are used to unearth buried
treasure, yell secret phrases, and discover hidden details throughout your kingdom.
The game is described a non-linear sandbox, but Fit for a
King has more structure than its description suggests: you are trying to find new
ways to impress your rival before the big summit at the Field of the Cloth
of Gold. It’s fun to explore the world, but it’s also rewarding to discover new
and extravagant treasures that accomplish your goal.
The writing easily switches between serious and silly, depending
on the circumstances. It's also brief and snarky, providing just
enough detail to support the narrative.
After the preparations are ready, the player enjoys a brief exchange with their rival at the summit, and then an epilogue describes how various characters fared. That’s where you learn that the royal commands weren’t just cosmetic affordances — different characters will get married, wage war, and find lasting fame based on the player’s previous actions.
A final message encourages the player to go back and explore some more, which turns out to be a good idea. Fit for a King offers enough discoveries to support multiple playthroughs.
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