Sunday, May 28, 2023

Game Exploration Done Well

(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:

Fit for a King screenshot via Kitfox Games
(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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