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What makes getting off the road to explore the map actually interesting?
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>>2785114
Secrets, hidden places, rewards. Exploration is all about the cycle of risk and reward but less gatcha and more you roaming through the place the dev creates and finding the easter eggs.
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>>2785119
>Secrets
Do you mean world lore?
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>>2785114
When you can brute force it by abusing the games physics or lack thereof.
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>>2785133
>Lore
>New areas
>Equipment
>Quests
>Characters
You name it. The purpose of exploration gameplay is repeating the cycle of unlocking places and obtaining stuff ad infinitum. Its why botw was such a success. Most people get hooked on that dopamine rush.
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>>2785133
Obviously he meant secret places, which are hidden areas that contain something notable: useful equipment, a diary that provides some world building (and possibly gives clues about other secrets), alternative means for completing quests, an NPC who says some amusing lines, or even just a picturesque spot.
The difference between cool and boring exploration depends on the type of game and type of players.
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add a bestiary, and suddenly killing every monster 30 times to unlock its entry becomes fun, and you just added 2 hours+ to your shitgame
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>>2785672
>My game has this
I'm on the right path then
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>>2785397
It is not that obvious, or you say hidden places or you say secret places, there is no need to mention hidden and secret places. It is pretty much all the same.
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>>2785114
>What makes getting off the road to explore the map actually interesting?
>all these replies focusing on the rewards
There needs to be risk and cost. The beaten path should be relatively easy to travel. Leaving it should be difficult and dangerous. The danger and challenges should align with the world-building.
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>>2785114
This game doesn't have a map to explore.
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>>2785795
is there any action rpg, top-down, pixel game with a good exploration? it seems everyone makes secret of mana ripoff and mana series sucked at exploration
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>>2785805
Legend of Zelda (NES)
Neutopia (PCE/TG-16)

I don't really consider those ARPGs. But they are top-down action games with character growth and good exploration.
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>>2785114
It's the call of the unknown. You need to have the impression that there could be anything. Once you can quantify the things that lay off the beaten track it's no longer fun to explore. If you only ever get a new item or only find some bit of lore then you know what's at the end of every road and the impetus to explore is ruined. Interestingly enough that means exploration necessarily must lead to nothing at least some of the time.
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>>2785814
>Interestingly enough that means exploration necessarily must lead to nothing at least some of the time.
Yes, hence: >>2785692
If the gameplay is inherently fun and it's fun to take on risk and challenge, the experience of exploring will be fun. The specific angle of exploration comes from taking responsibility for that risk by actively making the decision to venture into the unknown when you didn't have to, or you could have explored somewhere else instead. This risk doesn't have to be combat, but combat is the most natural way to achieve this in an RPG.

And so I'd go further and say that sometimes the exploration might lead to nothing, and sometimes it might lead to something out of your league that forces you to retreat or run away to come back later. There should be some level of fear when you come to a corner in a crypt and you don't know what might be around that corner.
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>>2785814
And alternately, exploration might just require cost. Maybe you have limited stamina and food resources so you have to carefully plan your travel into wilderness to avoid starving/etc. So choosing where to explore carries a consequence in terms of resources consumed. You wager resources in the hopes of a payoff (that you may or may not get).



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