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Sorry, Vault Dweller
http://rampantgames.com/blog/?p=5678
It's a bit more than just looting coins from barrels and crates, isn't it?
http://rampantgames.com/blog/?p=5678
In computer RPGs, there are a number of gameplay “loops” or cycles that all interact with each other. A nice blend of cycles keeps the game varied and interesting. You’ve got the combat cycles – nice, repeating elements that (hopefully!) stay varied enough between different enemies and growing player character power and varying resources that it’s never a complete repetition. And of course, the character growth and loot cycles. And bits of exposition (not really a cycle) to keep the context changing.
For me, exploration is a major element of CRPGs. The whole Star Trek opening monologue captures the spirit of adventure for me. Sure, there may be swashbuckling or grim battles to fight and fantastic loot to be acquired, and of course expertise to be gained – but those are all secondary, or at least co-equal, to the feeling of exploration for me. Even if the entire game takes place within the well-trodden streets of a city, where I’m boldly going where many-a-person has gone before, I want find secrets, surprises, and wonder around every corner. Maybe that’s a projection of my optimism for the real world into games, but that’s how I am.
Here are some ideas for layers / depth / interaction to the exploration mechanic, or in many cases to create obstacles or puzzles to free navigation. Some are pretty common, others – not so much:
#1 – Movement – you go somewhere and something happens.
#2 – Interaction – you must click on something to explore what it does / says
#3 – Hidden interaction. Like #2 but it’s not obvious – like a secret door, or a sword tucked away in the corner. Care must be taken to make sure these aren’t TOO hidden, or the game becomes a “hunt the pixel” exercise.
#4 – Use a skill or ability or a tool (item) in a particular spot to reveal a secret – for example, Mario ducking on pipes to discover the ones with “secrets” in Super Mario Brothers
#5 – Using a skill or ability or a tool (item) in a particular spot to reach an otherwise unattainable location.
#6 – Illusionary obstacles – like an illusionary wall or a hidden bridge across a chasm.
#7 – Destroyable obstacles. Particularly ones that can’t be destroyed by chopping at it with a hand weapon.
#8 – Sequences of actions done in a particular spot – these are usually either explained to the player or strongly hinted at.
#9 – Luring a computer-controlled entity (example: NPC, enemy, or a trap effect) to unlock the environment in a way the player cannot by himself.
#10 – The world / information / rewards change with time – perhaps as the game progresses, with the seasons, or just time of day. Silent villagers during the day are talkative at night, moongates shift position and destination based on phases of the moon, etc. Or as a really weird idea, what if the player could experience “flashbacks” in various locations to what happened at an earlier time as they learn more about the world?
#11 – New ability reveals all-new information / objects / alternate versions of the world. Maybe a dog added to the party can “see” smells that were previously invisible, or the player character can “phase shift” into a shadowy unpopulated alternate dimension version of the same world.
#12 – Proximity Clues – the player is not given the exact location of what they are looking for, but may explore with hints revealing either the approximate location (maybe an area to be searched), or as in Frayed Knights, updates as to whether you are getting “warmer” or “colder” as you search.
#13 – Need special equipment or vehicle to pass – perhaps scuba gear to explore an underwater area, or a magic carpet to fly over an impassible mountain range. This differs from #5 in that it’s not a specific action done in a particular location, but rather the possession (or equipping) of the item allows access to all terrain of of this kind.
#14 – A physical or mental puzzle is required to explore deeper. Dungeon Master style games – like the recent Legend of Grimrock – are full of these.
#15 -Counters. While it’s very “gamey,” having a running counter of the number of undiscovered secrets (possibly broken down by type) can help motivate players and also let them know when to quit digging around every nook and cranny. Ideally, these would be explained through some kind of mechanic that makes sense within the context of the world, but even a totally external mechanic is often better than nothing, depending upon the style of game.
#16 – Mood / Reputation / Faction / Alignment / Progress shifts – the world (or at least the willingness of people to talk about it and give you access to areas and information) changes based on cumulative shifts instigated by the player. Perhaps as you gain the trust of certain villagers, they become more forthcoming with key bits of information. Or efforts to repair flooding throughout the city and direct the flow of water unblocks or reveals new paths.
It's a bit more than just looting coins from barrels and crates, isn't it?