There is an environment which the player may walk through and observe. When this exploring is the dominant element of an experience, you've got an
exploration game.
The primary content of an exploration game is
world design, which is to say the aesthetic or intellectual value of a virtual environment. There are many
genres of worlds: forests, urban, abstract, fantasy, horror, etc.
The pure (computer) exploration game does not, to the best of my knowledge, exist. I know it
can exist because I've had some satisfying exploring in the real world, where the exploring was the whole point. But in gamism so far, exploration is used only as a subordinate element, or at most one of several dominant elements in a complex Form. Some games have such vivid worlds that you could probably remove everything but the world and the interface and have a good (short) exploration game, but it should be emphasized that this would not be the same experience as playing the original games. I guess it'd be like listening to the soundtrack of a movie.
Anyway.
Since it's so uncharted, the best way to understand exploration games is to compare them to other Forms which we
are familiar with. Most importantly, exploration games are closely related to architecture, landscape design, and other such visual arts. (I think the theoretically ideal exploration gamist would be an architect, a sculptor
and an animator.) The difference is, a game has no limits. Real-world creations are restricted not only by the laws of physics but also by the limitations of real materials, the costs, and overall functionality. An exploration game does not have these limitations unless they are self-imposed. There is nothing
preventing a gamist from placing a magnificent palace with melting and regenerating walls on the back of a moving horse.
With that sort of artistic freedom, what
is it that it inherits from architecture? Well, there are infinitely many (or if the interface is restricted, at least many) ways to view an environment, and all must be taken into account. It can be viewed from different angles, it can be viewed at different times of day, it can have many random elements wandering around which a good designer can account for to some extent. So a good world or piece of architecture, as opposed to a more easily grasped medium like paintings, is a work which continually reveals new facets of itself, and can keep surprising the viewer for a very long time. For that reason, an exploration game is not meant to be played once and then discarded. It is meant to be returned to over and over.
Enough about architecture. It is also close, in structure if not purpose, to the
movement game. They both revolve around the simple act of moving. The difference is, in a movement game the moving itself is the point. In an exploration game
where you're moving through is more important. If that world is compelling, how you move through has less importance. But these two Forms are intertwined, because you can't really have one without the other. If you are moving, you're moving through someplace. And if you're moving through someplace, you've gotta be moving somehow. The question (for classification) is which is dominant and which is subordinate, and that question isn't always so easy to answer.
It can be useful for the world designer to consider what avatar(s) he is building the world for. An endless series of beautiful mountains might not be so suitable for a human, but what if the player is playing a bird? And the concept of scale changes very much if the player is playing a baby or a giant. In such cases, it's nice to have good controls but hardly critical- the avatar is there to give context, not content. In fact, the avatar (as it is typically thought of) is not a necessary ingredient at all! The gamist might wish to give the player an "objective avatar", who either moves like a person (as though the player were actually walking through for himself), or more abstractly.
Much like a painting, an exploration game can indirectly tell a story. This makes it similar to
adventure games (by my "future" definition), which are similarly predetermined experiences. But the presentation is different. In order to present a story as part of world design, it needs to be complete from the start. The player chooses in what order to experience it, but otherwise is not connected to its progression. If he were given more
choices which effected the outcome of the story, the game would be an adventure and not exploration.
Taking a self-absorbed plot (even a good one) and putting it into a carefully-crafted world is
not good storytelling for an exploration game. If an exploration game is telling a story, that's secondary content. The primary content is still world design, and an appropriate story will call attention back to that. It can add an intellectual layer to the aesthetic one, where you can sit and think about what the arrangement of objects around you is meant to symbolize in relation to the story.
Now that we've got a good idea of where exploration stands, let's take it on its own terms. What can world design be made out of? There's the obvious walls and structures and abstract shapes. There can also be plant life. (Climbable trees are always welcome!) There can be animals and people, either static for the effect of a photo or in motion. A marketplace wouldn't be complete without buyers and sellers! For that matter, a marketplace isn't complete without buying. And in that spirit, there's no reason not to have
mini-games where they are called for by the world. Certain surfaces call for movement mini-games, certain environments call for interaction mini-games.
The progression between room doesn't have to be literal. The room next door could actually be the same room, but in a different time period. Or it could be an entirely unrelated place. If a doorway acts as a "portal" between areas, that's a world-building technique rather than a literal plot point. And it doesn't have to be a doorway per se- hallways are more gradual ways of shifting setting, for instance. Or the player might as well be given a button which switches between areas. Old-fashioned ideas of how things connect to each other don't have to be used at all, or can be actively subverted.
Reaching an area the player is already familiar with is comforting. When he walks off in a new direction and stumbles onto somewhere he is already familiar with, suddenly a more complete model of the world is created in his mind. If he goes too far without any point of reference, he may get disoriented and want to backtrack to somewhere he knows. Placing large areas which intersect with many paths makes a world seem less foreign, because it ensures that the player will loop back on those areas many times and construct a better model in his head.
A world could theoretically be a straight line, in which case the little details need to hold up the game on their own. The
maze is the opposite extreme: a world whose entertainment value comes entirely from trying to find your way forward. In the middle ground the player can both entertain himself finding a path, and be given art wherever he goes. That way he can be engaged in both the short-term and the long-term: The staying power of exploration games comes from nostalgia and wanting to see things from new angles, but searching for shortcuts and routes to specific places is fun right from the start. The attempt to
navigate is entertaining in itself, an experience which contains elements of perception and memory.
When gamism expands to interface directly with our brains, the exploration game will give us worlds which are fantastically vivid but fundamentally indistinguishable from the real world. It will give us not just sights and sounds but also smells and atmospheres. We'll be able to touch the things around us, see how they feel. We'll be able to take other people there with us and show them around, we'll be able to bring in other activities like books, to enjoy in the environment. Some people will essentially
live in virtual worlds, to replace the costs and space limitations of real housing. But regardless of how they are used, that level of immersion is what exploration games strive for.
1 Comments:
It's also worth mentioning that I myself have had a similar idea to what you termed "exploration by association", only with words rather than objects. Think of a Wikipedia into a character's mind. I'm thinking of actually doing one of these sometime... might be a fun exercise.
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