Difference between revisions of "Game World Exploration"

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[[Category:Staffan's current workpage]]
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[[Category:Gameplay Arc Patterns]]
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[[Category:Aesthetic Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Diegetic Patterns]]
 
[[Category:Goal Patterns]]
 
[[Category:Goal Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
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''The goal or phase of learning the layout of a game world, or locating specific parts or objects within it.''
[[Category:Needs references]]
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[[Category:Stub]]
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''The goal of learning the layout of a game world, or locating specific parts or objects within it.''
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This pattern is a still a stub.
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Players may not have complete knowledge of game worlds as they begin playing games. This may be due to the worlds being larger than can be viewed at once or that some areas of them are kept secret until players have moved their game elements into the proximity of these areas. Games created in this fashion give players the goal of uncovering unknown areas through [[Game World Exploration]].
  
In games where the whole Game World is not know at the beginning of the game, it is often advantageous to try and acquire this knowledge during gameplay. Typically examples of this use of Exploration can be found in real-time strategy games, first-person shooters, and roleplaying games.
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Note: ''This pattern is rather wide in scope, ranging both from specific goals in games to a substantial phase of gameplay during game instances.''
  
 
=== Examples ===
 
=== Examples ===
Example: Games in the Civilization series start with the players knowing very little about the Game World. A prerequisite for being able to plan on a higher level against the other players or how to expand one's civilization depends on completing as much Exploration of the world as possible.
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Games with large game worlds, e.g. the [[Assassin's Creed series|Assassin's Creed]], [[Elder Scrolls series|Elder Scrolls]], [[Grand Theft Auto series|Grand Theft Auto]], and [[Just Cause series]], require players to explore them in order to finish them. [[Master of Orion]], [[Minecraft]], [[Slaves to Armok II: Dwarf Fortress]], and [[Civilization (video game) series|Civilization series]] have exploration as a major gameplay element as players start game instances knowing very little about the game worlds. To ensure that exploration is needed in new game instances, the games can generate new game worlds for each instance.
 
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[[Left 4 Dead series]]
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[[Assassin's Creed series]]
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== Using the pattern ==
 
== Using the pattern ==
The definition of an Exploration goal is by its nature fuzzy. The player is given the task that there is something important to find in an unknown territory in the Game World, either specific game elements or Strategic Locations, but the exact locations of the Goal Points are not known. However, the exact nature of what is to be found does not have to be explicitly known either, giving game designers two different options for Surprises. Exploration often makes use of Supporting Goals that provide partial information of how to find the main goal of the search.
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A prerequisite for needing to engage in [[Game World Exploration]] is that something needs to be found (or surveyed) in a [[Game Worlds|Game World]], [[Maps]], or [[Levels]]. Examples of things that need to be found include [[Check Points]], [[Pick-Ups]], [[Props]], [[Resource Locations]], [[Secret Areas]], [[Secret Resources]], and any type of [[Strategic Locations]] not already located. Giving players reasons to do [[Game World Navigation]] can indirectly cause [[Game World Exploration]] since players may discover unexpected things while doing the navigation. Two basic requirements for making exploration non-trivial is that players cannot have complete overviews of the entire [[Game Worlds]] - often done through using [[Avatars]] as players' [[Focus Loci]] - and that [[Movement]] is non-deterministic, i.e. players have to make decisions where to explore. [[Reconfigurable Game Worlds]] can be used to support [[Replayability]] in regards to the explorations ([[Drakborgen]] is an example of this) while [[Procedurally Generated Game Worlds]] can be used to create large [[Game Worlds]] to explore (e.g. the [[Elite series]] and the [[Just Cause series]]). For [[Persistent Game Worlds]], [[Evolving Rule Sets]] or [[Expansions]] may instead be necessary to maintain a possibility or need of exploration over time. The use of [[Levels]] in games can guarantee a form of [[Game World Exploration]] in that unvisited [[Levels]] by definition are unexplored areas.
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Besides these two requirements of [[Game World Exploration]], the pattern can be modulated in many ways. [[Enemies]], [[Obstacles]], [[Props]], [[Red Herrings]], and [[Traps]] can make it more difficult while [[Traces]] and [[Clues]] can make it easier; [[Diegetically Outstanding Features]] can do both and also be points of references helping with [[Game World Navigation]] (as can [[Landmarks]]). It may only be possible for those that have the appropriate [[Privileged Movement]], [[Technologies]], or [[Units]] and access to this can be controlled through when [[New Abilities]] are provided.
  
For Exploration to be used, games need to provide a form of Movement in the game space that in non-linear, so that a player has to decide in which direction to explore. That said, the area to be explored may be predetermined or be created using Randomness or a game board constructed by another player. The latter supports Replayability while the former can more easily provide a Narrative Structure or Surprises.
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In many cases exploration consist of intended or emergent [[Supporting Goals]], e.g. finding a series of [[Check Points]], locating [[Traces]] or [[Clues]] that one as a player have been told about, or defeating [[Enemies]] met. Games using [[Detective Structures]] often use [[Game World Exploration]] as [[Supporting Goals]] to drive the gameplay progression forward.  Besides being a cause for [[Game World Exploration]] to begin with, [[Fog of War]] that reappears in unsupervised areas can make it necessary to engage in exploration of areas already visited. [[Mini-maps]] can help [[Game World Exploration]] by creating representations of areas as they are visited (but this may also sabotage the activity if they reveal features before players themselves notice them); [[Maps]] can do the same but typically have diegetic information about placed not yet visited. [[Tile-Laying]] can make exploration into more tangible experiences as players can create the [[Game Worlds]] as they explore them. [[Grind Achievements]] can be used to encourage players to engage in already possible exploration.
  
Resources, Outstanding Features, Obstacles,Traces, and Clues are typically used in designing the Game World to support Exploration and give points of reference. Enemies and Deadly Traps are also commonly used to provide Optional Goals or increase the Tension at certain points. Easter Eggs are special cases that provide extra-game rewardsfor Exploration. The design of the area in which the Exploration goal is situated can be postponed by using Tile-Laying to create the Game World as it is being explored.
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The pattern can be seen as a special case of combining the goals of [[Traverse]] and [[Gain Information]], and - like the latter of these - requires either [[Imperfect Information]] or [[Uncertainty of Information]]. [[Game World Exploration]] differs from [[Reconnaissance]] in that the places, areas, and area boundaries are not known and the player has to get more information about them when there is [[Fog of War]]. Requiring [[Physical Navigation]] is a way to modify [[Game World Exploration]] by making players move around in a physical environment rather than in a virtual or abstract one.
  
Common reasons for Exploration besides explicitly given goals are the known existences of Secret Resources, for example, Resources needed to perform Construction actions. When these Resources are also Shared Resources, they put players in Races against each other. The use of Levels guarantees a form of Exploration goal, since the unvisited Levels are unexplored areas. The knowledge that Resource Generators exist is a motivation for Exploration in real-time strategy games.
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[[Game World Exploration]] is often an initial phase in many games, e.g. the [[Civilization (video game) series|Civilization series]], which then gradually moves over to other phases. In X4 games<ref name="4X"/> such as [[Master of Orion]] this is the first in the series of [[Game World Exploration|(Game World) Exploration]], [[Expansion]], [[Exploitation]], and [[Extermination]]. As such, it is often incompatible with [[Quick Games]]. As a contrast, [[Game World Exploration]] can also take place between game instances in [[Legacy Games]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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Dealing with the exploration of [[Game Worlds]], the pattern [[Game World Exploration]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]] even if it focuses more on how players perceive the diegesis than how it is constructed.
  
=== Interface Aspects ===
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== Consequences ==
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[[Game World Exploration]] is in essence the aim of finding game elements or charting [[Game Worlds]]. While this is typically done through [[Movement]], the actual traversal done while doing this is not so important as the exploratory action this provides (see Linderoth 2010<ref name="Linderoth"/> for a discussion on performatory and exploratory actions in games). The activity requires [[Game World Navigation]] and [[Memorizing]] of the layout unless some [[Game State Overviews]], e.g. [[Mini-maps]], shows the already-explored areas. The use of [[Mini-maps]] can through this modulate [[Game World Exploration]] but when they show the layout of parts of [[Game Worlds]] that have not yet been visited it instead works against the purpose of having exploration goals.
  
=== Narrative Aspects ===
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As [[Game World Exploration]] relies upon the environment being unknown to players, the presence of goals related to this ensure that players have [[Limited Foresight]] and may experience [[Surprises]]. The possibility of [[Surprises]] and the feeling of discovering new places - including the [[Illusionary Rewards]] of finding aesthetically pleasing [[Diegetically Outstanding Features]] - can give players [[Spatial Engrossment]] while undertaking [[Game World Exploration]]. One special case relate to this is [[Easter Eggs]] - although these need to exist independently of goals of exploring [[Game Worlds]], providing goals of [[Game World Exploration]] can be said to instantiate them since players would otherwise be very unlikely to ever encounter them.
  
== Consequences ==
+
The [[Uncertainty of Information]] or [[Limited Foresight]] required of [[Game World Exploration]] can be linked to the development of players' skills at playing a game. By coupling the search for [[Strategic Locations]] with their introduction into gameplay, a game can provide [[Smooth Learning Curves]] to novice players.
Exploration is movement in the Game World with the aim of finding game elements or charting the Game World. It requires Game World Navigation and Memorizing the layout unless some Game State Overview shows the already-explored areas. As Exploration relies upon the environment being unknown to players, it gives players Limited Foresight and can be used to create Surprises. The possibility of Surprises, the feeling of discovering new places, and Illusionary Rewards in the form of aesthetically pleasing Outstanding Features can all give players Emotional Immersion.
+
  
Exploration is a special case of combining Traverse and Gain Information and, like the latter, requires either Imperfect Information or Uncertainty of Information. Exploration differs from Reconnaissance in that the places, areas, and area boundaries are not known and the player has to get more information about them when there is Fog of War. Exploration can be used to move players into new game spaces, either to provide Varied Gameplay by the novelty of the area or provide Surprises to put the player at a disadvantage, e. g., by the lack of knowledge of Strategic Location s.
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[[Game World Exploration]] has a dual relation to [[Quests]]. While some [[Quests]] can require players to engage in exploration, others that have known locations that should be visited can instead discourage players from engaging in exploration since this is unnecessary from an local efficiency perspective.
  
Single-Player Games that support Exploration through Easter Eggs and other Optional Goals offers players the opportunity to trade knowledge between game instances.
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As [[Game World Exploration]] is often in focus during the first phases of games, it in many cases qualifies to define the [[Startgame]] of these games.  
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Easter Eggs]],
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[[Game World Navigation]],
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[[Limited Foresight]],
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[[Memorizing]],
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[[Spatial Engrossment]],
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[[Startgame]],
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[[Surprises]],
 
[[Quests]]
 
[[Quests]]
 
==== with [[Minigames]] ====
 
[[Easter Eggs]]
 
  
 
==== with [[Strategic Locations]] ====
 
==== with [[Strategic Locations]] ====
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[[Avatars]],  
 
[[Avatars]],  
 
[[Detective Structures]],  
 
[[Detective Structures]],  
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[[Fog of War]],
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[[Game World Navigation]],
 
[[Game Worlds]],  
 
[[Game Worlds]],  
 +
[[Check Points]],
 
[[Grind Achievements]],  
 
[[Grind Achievements]],  
 +
[[Imperfect Information]],
 +
[[Legacy Games]],
 
[[Levels]],  
 
[[Levels]],  
[[Movement]]
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[[Maps]],
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[[Movement]],
 
[[Pick-Ups]],  
 
[[Pick-Ups]],  
 
[[Procedurally Generated Game Worlds]],  
 
[[Procedurally Generated Game Worlds]],  
 
[[Props]],  
 
[[Props]],  
 
[[Reconfigurable Game Worlds]],  
 
[[Reconfigurable Game Worlds]],  
 +
[[Resource Locations]],
 
[[Secret Areas]],  
 
[[Secret Areas]],  
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[[Secret Resources]],
 
[[Strategic Locations]],  
 
[[Strategic Locations]],  
[[Tile-Laying]]
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[[Tile-Laying]],
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[[Uncertainty of Information]]
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 +
[[Gain Information]] together with [[Traverse]]
  
 
[[Persistent Game Worlds]] together with [[Evolving Rule Sets]] or [[Expansions]]
 
[[Persistent Game Worlds]] together with [[Evolving Rule Sets]] or [[Expansions]]
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[[Diegetically Outstanding Features]],  
 
[[Diegetically Outstanding Features]],  
 
[[Enemies]],  
 
[[Enemies]],  
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[[Fog of War]],
 +
[[Game State Overviews]],
 
[[Landmarks]],  
 
[[Landmarks]],  
 +
[[Maps]],
 +
[[Mini-maps]],
 +
[[New Abilities]],
 +
[[Obstacles]],
 +
[[Physical Navigation]],
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[[Privileged Movement]],
 
[[Props]],  
 
[[Props]],  
[[Traces]]
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[[Red Herrings]],
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[[Supporting Goals]],
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[[Technologies]],
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[[Traces]],
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[[Traps]],
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[[Units]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Quests]]
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[[Mini-maps]],
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[[Quests]],
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[[Quick Games]]
  
 
== History ==
 
== History ==
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<references>
 
<references>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
 +
<ref name="Linderoth">Linderoth, J. (2010). ''[http://www.digra.org/dl/db/10343.51199.pdf Why gamers donʼt learn more - An ecological approach to games as learning environment]'', in Nordic DiGRA 2010.</ref>
 +
<ref name="4X">Wikipedia [https://en.wikipedia.org/wiki/4X entry] for 4X games</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
-
 
-

Latest revision as of 10:03, 4 April 2018

The goal or phase of learning the layout of a game world, or locating specific parts or objects within it.

Players may not have complete knowledge of game worlds as they begin playing games. This may be due to the worlds being larger than can be viewed at once or that some areas of them are kept secret until players have moved their game elements into the proximity of these areas. Games created in this fashion give players the goal of uncovering unknown areas through Game World Exploration.

Note: This pattern is rather wide in scope, ranging both from specific goals in games to a substantial phase of gameplay during game instances.

Examples

Games with large game worlds, e.g. the Assassin's Creed, Elder Scrolls, Grand Theft Auto, and Just Cause series, require players to explore them in order to finish them. Master of Orion, Minecraft, Slaves to Armok II: Dwarf Fortress, and Civilization series have exploration as a major gameplay element as players start game instances knowing very little about the game worlds. To ensure that exploration is needed in new game instances, the games can generate new game worlds for each instance.

Using the pattern

A prerequisite for needing to engage in Game World Exploration is that something needs to be found (or surveyed) in a Game World, Maps, or Levels. Examples of things that need to be found include Check Points, Pick-Ups, Props, Resource Locations, Secret Areas, Secret Resources, and any type of Strategic Locations not already located. Giving players reasons to do Game World Navigation can indirectly cause Game World Exploration since players may discover unexpected things while doing the navigation. Two basic requirements for making exploration non-trivial is that players cannot have complete overviews of the entire Game Worlds - often done through using Avatars as players' Focus Loci - and that Movement is non-deterministic, i.e. players have to make decisions where to explore. Reconfigurable Game Worlds can be used to support Replayability in regards to the explorations (Drakborgen is an example of this) while Procedurally Generated Game Worlds can be used to create large Game Worlds to explore (e.g. the Elite series and the Just Cause series). For Persistent Game Worlds, Evolving Rule Sets or Expansions may instead be necessary to maintain a possibility or need of exploration over time. The use of Levels in games can guarantee a form of Game World Exploration in that unvisited Levels by definition are unexplored areas.

Besides these two requirements of Game World Exploration, the pattern can be modulated in many ways. Enemies, Obstacles, Props, Red Herrings, and Traps can make it more difficult while Traces and Clues can make it easier; Diegetically Outstanding Features can do both and also be points of references helping with Game World Navigation (as can Landmarks). It may only be possible for those that have the appropriate Privileged Movement, Technologies, or Units and access to this can be controlled through when New Abilities are provided.

In many cases exploration consist of intended or emergent Supporting Goals, e.g. finding a series of Check Points, locating Traces or Clues that one as a player have been told about, or defeating Enemies met. Games using Detective Structures often use Game World Exploration as Supporting Goals to drive the gameplay progression forward. Besides being a cause for Game World Exploration to begin with, Fog of War that reappears in unsupervised areas can make it necessary to engage in exploration of areas already visited. Mini-maps can help Game World Exploration by creating representations of areas as they are visited (but this may also sabotage the activity if they reveal features before players themselves notice them); Maps can do the same but typically have diegetic information about placed not yet visited. Tile-Laying can make exploration into more tangible experiences as players can create the Game Worlds as they explore them. Grind Achievements can be used to encourage players to engage in already possible exploration.

The pattern can be seen as a special case of combining the goals of Traverse and Gain Information, and - like the latter of these - requires either Imperfect Information or Uncertainty of Information. Game World Exploration differs from Reconnaissance in that the places, areas, and area boundaries are not known and the player has to get more information about them when there is Fog of War. Requiring Physical Navigation is a way to modify Game World Exploration by making players move around in a physical environment rather than in a virtual or abstract one.

Game World Exploration is often an initial phase in many games, e.g. the Civilization series, which then gradually moves over to other phases. In X4 games[1] such as Master of Orion this is the first in the series of (Game World) Exploration, Expansion, Exploitation, and Extermination. As such, it is often incompatible with Quick Games. As a contrast, Game World Exploration can also take place between game instances in Legacy Games.

Diegetic Aspects

Dealing with the exploration of Game Worlds, the pattern Game World Exploration is a Diegetic Pattern even if it focuses more on how players perceive the diegesis than how it is constructed.

Consequences

Game World Exploration is in essence the aim of finding game elements or charting Game Worlds. While this is typically done through Movement, the actual traversal done while doing this is not so important as the exploratory action this provides (see Linderoth 2010[2] for a discussion on performatory and exploratory actions in games). The activity requires Game World Navigation and Memorizing of the layout unless some Game State Overviews, e.g. Mini-maps, shows the already-explored areas. The use of Mini-maps can through this modulate Game World Exploration but when they show the layout of parts of Game Worlds that have not yet been visited it instead works against the purpose of having exploration goals.

As Game World Exploration relies upon the environment being unknown to players, the presence of goals related to this ensure that players have Limited Foresight and may experience Surprises. The possibility of Surprises and the feeling of discovering new places - including the Illusionary Rewards of finding aesthetically pleasing Diegetically Outstanding Features - can give players Spatial Engrossment while undertaking Game World Exploration. One special case relate to this is Easter Eggs - although these need to exist independently of goals of exploring Game Worlds, providing goals of Game World Exploration can be said to instantiate them since players would otherwise be very unlikely to ever encounter them.

The Uncertainty of Information or Limited Foresight required of Game World Exploration can be linked to the development of players' skills at playing a game. By coupling the search for Strategic Locations with their introduction into gameplay, a game can provide Smooth Learning Curves to novice players.

Game World Exploration has a dual relation to Quests. While some Quests can require players to engage in exploration, others that have known locations that should be visited can instead discourage players from engaging in exploration since this is unnecessary from an local efficiency perspective.

As Game World Exploration is often in focus during the first phases of games, it in many cases qualifies to define the Startgame of these games.

Relations

Can Instantiate

Easter Eggs, Game World Navigation, Limited Foresight, Memorizing, Spatial Engrossment, Startgame, Surprises, Quests

with Strategic Locations

Smooth Learning Curves

Can Modulate

Game Worlds

Can Be Instantiated By

Avatars, Detective Structures, Fog of War, Game World Navigation, Game Worlds, Check Points, Grind Achievements, Imperfect Information, Legacy Games, Levels, Maps, Movement, Pick-Ups, Procedurally Generated Game Worlds, Props, Reconfigurable Game Worlds, Resource Locations, Secret Areas, Secret Resources, Strategic Locations, Tile-Laying, Uncertainty of Information

Gain Information together with Traverse

Persistent Game Worlds together with Evolving Rule Sets or Expansions

Can Be Modulated By

Clues, Diegetically Outstanding Features, Enemies, Fog of War, Game State Overviews, Landmarks, Maps, Mini-maps, New Abilities, Obstacles, Physical Navigation, Privileged Movement, Props, Red Herrings, Supporting Goals, Technologies, Traces, Traps, Units

Possible Closure Effects

-

Potentially Conflicting With

Mini-maps, Quests, Quick Games

History

An updated version of the pattern Exploration that was part of the original collection in the book Patterns in Game Design[3].

References

  1. Wikipedia entry for 4X games
  2. Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.
  3. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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