As a reference:
Week 3
Week 2
Week 1
Well, by now I know that you are pretty attached to a lot of the jRPG conventions
but I guess I'd have to ask whether the game would be 3d or 2d?
Personally, I really, really enjoy wandering in open wilderness. The caveat is that I've really never found 2d graphics compelling enough to drive this, because they are just too far from reality. I think with decent graphics though, even empty wilderness can be fun to explore just for the sake of seeing things.
In a more strictly traditional jRPG though, the only thing I can remember really driving me to poke into every nook and cranny was treasure hunting. I really don't care anymore whether I find every single hidden room, I'm much more interested in experiencing the story contiguously, but when I was young I remember spending hours and hours searching every single square of grass, and every wall in every dungeon.
What i hate in some rpgs are Towns.
Games immune to that feeling: Skyrim. Oblvion.
In short, I personally think the only way for exploration to be "fun" is if there is something to explore.
Exploration implies risk, I believe, and with risk, you most certaintly should have a reward at the end.
Otherwise it's more of a walk through the scenic route which may get the player to the same place longer than the normal way, something that won't resonate with most people.
Exploring to me is walking off the beaten path. Doing things outside of the main quests.
It can only be done if the level design of the game allows for multiple paths to get to where you need to go
3) Using mini games
5) Achievements points
Grand theft auto uses exploration mechanics to score how well a player does. +2% for completing taxi mission. +3% for finding all 50 hidden photo shots.
View Postspires, on 15 July 2012 - 02:24 PM, said:
Exploring to me is walking off the beaten path. Doing things outside of the main quests.
So basically, there is no exploration on the main path? That sounds restrictive. I think the player explores the game whenever they're not fighting (in fact once could argue they even explore the battle system everytime they're shown new enemies).
I like mini-games, but I can't help but feel they are a solution applied to a problem by lack of a more organic one. You see this happening when there are too many of them, or when they are too clearly minigames (Brainlord, raise your hand please).
Does the score have any impact in-game whatsoever?