Build Your Levels for Exploration and Discovery

Exploration is an activity that should receive significant attention, especially if you intend for players to spend substantial time:

  • Moving between different locations.

  • Searching for something important to progress in the game.

  • Looking for rewards.

To make exploration as emotionally engaging as possible, consider the following suggestions.

Allow for Horizontal and Vertical Navigation

If you wish to make exploration and navigation through the game world more interesting and rewarding, avoid designing the environment as a flat plane. Instead, introduce variations in elevation such as slopes, hills, valleys, or mountains. Enable players to traverse different vertical levels by incorporating ladders, staircases, moving platforms, ramps, or ropes.

Begin shaping your terrain by introducing elevation changes before placing other features such as buildings, trees, or props. Elevated areas can act as rewards, offering players scenic vistas. These locations also facilitate strategic planning, allowing players to identify optimal routes or spot significant landmarks from a distance. Enabling movement across both horizontal and vertical planes adds depth to exploration and offers players additional tactical options.

Motivate Players to Explore the Game World

There are multiple strategies to encourage players to explore:

Make Exploration Worthwhile

Exploration should be adequately rewarded with meaningful and useful incentives.

These may include:

  • Abilities that significantly assist players in overcoming challenges.

  • Characters who offer engaging and unique quests.

  • A substantial amount of experience points awarded for meaningful discoveries.

  • Remarkable rewards that players have a reasonable chance of finding.

  • Gear that can be sold for a respectable amount of in-game currency.

  • Weapons that are worth keeping in the player’s inventory.

Create a Rich and Living Environment

While the presence of a large open world may seem like a strong selling point, players will only feel motivated to explore it thoroughly if:

  • It is filled with meaningful activities.

  • There are interesting objects to discover.

  • There are engaging characters to encounter.

  • The environment appears dynamic and self-sustaining.

To achieve this, the overall size of the game world will significantly influence your ability to populate it with meaningful content—objects, characters, challenges, and rewards—within your time and budget constraints.

Additionally, consider the pace at which players traverse the game world. The faster the movement, the less likely players are to notice fine details. Therefore, it is generally more effective to design smaller environments that are densely packed with engaging content. This results in a more compelling and rewarding exploration experience.

Keep the Path to the Reward Unclear

Allow players to discover that a reward exists, but refrain from explicitly revealing how to reach it.

Players may see a reward on the right side of the screen but cannot immediately determine whether they need to ascend or descend to reach it. Both routes, however, should offer rewarding experiences.

The game may inform players that a reward is located inside a cave, but it does not indicate the exact location. Players must investigate on their own, making exploration more challenging and increasing the satisfaction of discovery.

Reveal Only Part of the Reward

If a reward is hidden and you anticipate that players might struggle to locate it, consider partially revealing it. This way, players are encouraged to approach and investigate further.

A gem is hidden behind a large rock, but players can initially only see something pink. Upon closer inspection, they discover that it is a pearl.

Depending on the reward’s size, shape, position, and proximity to the player, the occluding object may conceal more or less of the reward. As a result, players must move in a specific direction to fully reveal it.

In a first-person action game, players approach a castle from a dark green area where it is not yet visible. Those standing near an occluding structure (such as a tower on the far left) will uncover the castle quickly by moving toward position one (shorter dashed line), whereas those moving toward position two (longer dashed line) will take more time to fully view the castle.

An occluding object can be:

  • Opaque.

Examples:

  • Buildings.

  • Objects.

  • Characters.

  • Animals.

  • Semi-transparent.

Examples:

  • Materials made of glass.

  • Materials made of plastic.

  • Perforated or semi-open.

Examples:

  • Walls with windows.

  • Fences.

  • Shrubs.

  • Trees.

Make Your Subject of Interest Look or Sound Different from Its Surroundings

You can partially or fully expose rewards that visually or audibly differ from their surroundings. This distinction can be achieved through the following characteristics:

  • Colors.

  • Dimensions.

  • Direction.

  • Position.

  • Shape.

  • Size.

  • Spaciousness of the surrounding area.

  • The amount of sound generated.

  • Visual acuity or sharpness.

A building situated in the middle of a mountainous region draws attention. Smoke rising from the chimney communicates to players that there may be characters inside.

A tower that stands significantly taller than the surrounding buildings captures attention due to its size, suggesting it might be of particular importance.

A solitary car playing loud music may prompt players to approach, driven by curiosity about who or what is inside.

A dark red door on the far left visually stands out from its surroundings.

The greater the contrast between a subject of interest and its environment, the more likely players are to investigate. If the contrast is insufficient, players may overlook the subject altogether.

Let Players Spot an Opening That Leads to an Unexplored Area

An open window, door, or a hole in a wall, floor, or ceiling can indicate to players that there is an area available for exploration.

The main entrance of a building may be inaccessible, as are most of the windows. However, a single open window in the top-right corner suggests a possible entry point. Upon noticing a wooden ladder nearby, players may conclude that they can use it to climb through the open window and explore the interior.

Make Your Subject of Interest Appear and Disappear Intermittently

Revealing a subject multiple times over a period of gameplay can give it an impression of importance.

A large landmark building at the rear of the level may be intermittently occluded by smaller structures. Players catch glimpses of it several times before eventually arriving directly in front of it by following a blue dashed path.

Let Players Discover Alternative Routes

Players may encounter obstacles that block their progress toward an objective. These obstacles may include:

  • Artificial elements.

Examples:

  • Buildings.

  • Debris.

  • Collapsed bridges.

  • Disabled vehicles.

  • Elevators out of service.

  • Natural features.

Examples:

  • Bodies of water.

  • Cliffs.

  • Mountain ridges.

  • Environmental hazards.

Examples:

  • Lava.

  • Flames.

  • Electric fields.

  • Radioactive zones.

  • Toxic gas.

  • Non-player characters.

Examples:

  • Enemy soldiers.

  • Law enforcement officers.

  • Hostile animals.

  • Bosses.

Rather than providing explicit instructions on how to overcome such challenges, encourage players to discover solutions on their own. However, you may provide subtle hints either immediately or after a period of unsuccessful exploration.

Let Players Experience New Environments and Locations

To maintain player interest in exploring your game world, introduce environments and locations that are distinct from those previously visited. These new settings can feature different climates, vegetation, wildlife, characters, architecture, and other defining characteristics. Additionally, these areas can be visited during different seasons or times of day to enhance diversity.

Let Players Find New Rewards by Surprise

When players discover rewards by chance, they may become curious about the possibility of finding more hidden rewards elsewhere. This sense of surprise can serve as a strong motivator for continued exploration.

Allow Players to Access Areas Based on Skill, Not Stats

In non-linear games, allow players the freedom to explore the game world, including difficult-to-reach areas. These locations might be populated with powerful enemies or complex puzzles. However, players should not be required to meet specific stat thresholds, possess certain gear, or accumulate a designated number of experience points in order to enter. While such attributes may assist in overcoming the challenge, they should not serve as strict prerequisites.

Make Exploration a Continuous Experience, Even When Failing a Challenge

Your game will inevitably present players with challenges, and they may not always succeed on the first attempt. One such challenge might involve jumping over a gap, where falling could traditionally result in failure. Instead of requiring a reload of the last saved state, consider allowing players to continue playing from the point of failure. For example, they might be able to climb out of the hole and try again. Although this adds an additional layer of difficulty, it also ensures the player’s experience remains uninterrupted by loading screens.

In this scenario, players must jump over a gap to proceed. If they fall, the game does not end; instead, they can climb up nearby crates and quickly attempt the jump again.

Make It Clear When Players Can Perform Certain Activities

Use level design to help players understand what actions are available or restricted at any given time. The more pronounced the differences in level design, the clearer the feedback provided to players.

Consider a scenario where several doors are positioned next to each other, but only one serves as the exit from the current level. Players are being pursued by a monster, and in such a high-pressure situation, they do not have time for trial and error to determine which door is unlocked—unless your intention is to intensify the dramatic tension. In this case, an open door clearly communicates the correct exit path.

When players want to inspect the contents of lockers, green and red indicators on the front of each locker can efficiently convey their status—green for unlocked, red for locked. This enables players to quickly identify which lockers can be opened, thereby saving time and avoiding frustration.

If players are not meant to climb a ladder, this should be communicated visually. For instance, the bottom of the ladder might be broken or positioned too high to reach, making it appear clearly inaccessible. In the latter case, the ladder may be only slightly above the character’s jump height, which could lead to player frustration if they repeatedly attempt to climb it. In contrast, ladders that are meant to be accessible should appear clearly usable.

A barricade serves as a clear indicator that a tunnel leading to another area is impassable. If, instead, an invisible wall is used, players must run into it to realize it exists. Invisible walls are not an effective design choice and should generally be avoided.

When players can identify that a door is locked without having to interact with it, exploration becomes more efficient. In games with numerous doors, such clear visual feedback can save significant time that would otherwise be spent attempting to open every door. However, depending on the mechanics of your game, it may be possible for players to unlock or bypass such obstacles. For example, only door number 1 may initially be accessible. Doors numbered 2, 4, and 7 could be opened with a crowbar; doors 3 and 7 may require a key; door 8 could be accessed after extinguishing the fire in front of it; and door 9 may be unlocked by disabling the power source.

In the scenario to the left, players can clearly recognize they are capable of jumping across the gap because the destination platform is within jumping range (Note: Players cannot see the yellow circle). In the middle scenario, the gap appears potentially jumpable, although it is not. The issue is that the gap is not wide enough to be obviously unjumpable, leading to uncertainty. In the right-hand scenario, it is evident that the gap is far too wide to jump. If maintaining the ambiguous gap size illustrated in the middle scenario is necessary, designers can discourage futile attempts by placing an obstacle on either side of the gap or by raising the destination platform to signal inaccessibility.

Allow Players to Choose Different Itineraries to Reach Their Destination

When providing players with multiple routes to their destination, each option should present unique advantages and disadvantages. This allows players to choose the path best suited to their current situation. No route should be overwhelmingly superior; all should be valid in different contexts. The following are examples of route comparisons that can enhance gameplay:

  • Faster vs. slower itinerary.

In a racing game, taking a tunnel might save players a few seconds, which could be decisive in winning or losing. However, navigating the tunnel should be more challenging to ensure that the slower route remains a viable alternative.

  • Shorter vs. longer itinerary.

Players who opt for the shorter route may encounter enemies along the way, making the path riskier despite its brevity.

  • Safer vs. more dangerous itinerary.

Crossing a pond may create noise from walking in water or grass, revealing the player’s location to nearby enemies. Nonetheless, this path enables faster progress, even if it results in combat. Conversely, a safer but longer path may offer a higher survival rate at the cost of time.

  • More challenging vs. less challenging itinerary.

Players may choose a more difficult route to reach a high mountain peak, where a significant reward—such as a large cache of gold—awaits. However, obtaining the reward requires advanced climbing skills. An alternative, easier path might lead to a small amount of gold near a lake, requiring minimal effort.

  • Cheaper vs more expensive itinerary.

Players seeking quick and safe travel can opt for a fast travel system, which requires spending in-game currency. Alternatively, they can take a free route that consumes more time and may involve encounters with enemies between the two fast travel points.

  • Unknown vs unknown itinerary.

Players may face a situation in which two paths are presented without any clear indication of their outcomes. One path might lead to the end of the level, while the other leads to a valuable reward, such as a trophy. Both choices are valid and encourage exploration.

Allow Players to Use Different Means of Transportation

You may provide players with two types of transportation methods:

Conventional Transportation

Conventional means of transportation include the following:

  • Ground movement: Walking, crawling, climbing, jumping, using elevators and escalators, driving vehicles, and riding animals or machines.

  • Aerial movement: Flying, free-falling, gliding, and parachuting.

  • Aquatic movement: Sailing, swimming, and diving.

  • Space movement: Using spacesuits and piloting spacecraft.

While players engage with specific transportation methods, you may choose whether or not to grant them control over their character. For instance:

  • Full control: Players have unrestricted control over the character. For example, they may be able to move freely while riding a metro.

  • Partial control: Players have limited control, such as being able to look around or interact with their inventory and map while riding the metro, but without the ability to move around inside it.

  • No control: Players cannot move or interact while using the metro—they are simply passengers, unable to look around or move during the ride.

Fast Travel

Fast travel allows players to instantly relocate to a selected destination. This feature provides several benefits:

  • It eliminates the need for conventional travel across the game world, thus requiring no physical effort or navigation skills from players.

  • It enables players to avoid potential hazards associated with travel, as fast travel is entirely safe.

Nevertheless, to prevent fast travel from becoming a dominant and overly convenient solution, certain limitations should be implemented:

  • Players must unlock fast travel points. Making all fast travel points available from the beginning of the game could reduce players’ motivation to explore the game world.

  • Fast travel points should only be placed in designated areas within the game world. Players would still need to use conventional travel to reach locations that are not connected to fast travel points.

  • Fast travel points should be spaced far enough apart to encourage exploration. The greater the distance between points, the more conventional travel will be required.

  • Players may be required to be outdoors in order to use the fast travel feature.

  • If a cost is associated with fast travel, the price could depend on several factors, such as:

    • Accessibility of the destination:

      • Greater distances could result in higher costs.

      • More dangerous destinations could demand higher fees.

    • Exclusivity of the destination:

      • More exclusive or rare destinations could be more expensive to reach.

  • Additional restrictions may also apply regarding which destinations are accessible from a given fast travel point. Not all points need to be interconnected, which encourages players to plan their journeys strategically. For instance, from point A, players may only be allowed to fast travel to points B and C.

  • Thorough playtesting is essential to determine how players use fast travel. They may utilize it in ways not initially anticipated. For example, if players are permitted to fast travel during combat, they might exploit it to escape from enemies with ease.

Players are not permitted to travel from any fast travel point to every other point; instead, only specific combinations are valid. As a result, players must carefully plan their routes in advance to navigate the game world effectively. For example, from point A, players are only allowed to fast travel to points B and C, rather than to all available fast travel locations.

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