Shadow of the Colossus, I felt, was a perfect example of exploration. No items to be found (I suppose the apples/snakes are an example of "cynical exploration", once you figure it out), just an awe inspired landscape.
And I seriously need to play realMYST.
I had a similar connection with Morrowind and to a lesser extent, Oblivion.
Hastily typed responses to seemingly well thought out videos are a bad thing. I'm off to hang my head in shame.
It's funny how it seems the games that offer fun exploration generally weren't designed with exploration in mind.
There has been a handful of games in which I've just picked an area or direction and thought "Hey, I'm gonna go look over there."
LoZ:OoT
WoW
GTA
Probably some more, but I can't remember right now.
I agree with you almost entirely though. I love digging into the little bits about the worlds of games. The most odd game that I felt this sensation about is Legend Of Mana. You wouldn't think it'd be very exploratory given the very disconnected feel of the world, but each location is so detailed. And then the times where the game lets go of your hand(story wise), and you just have to go everywhere to find new quests and such. It really does have a hidden greatness to it.
To me it's more about the execution than the idea. Symphony of the Night is the perfect example. So is DQVIII. Neither of these games brought anything new to the table. But the scenery, characters, soundtrack and abilities all click together, and that's what matters.
I ended up finding a bunch of things like that, along with really appreciating the world design, which is actually pretty amazing to soak in when you're not travelling purely for a quest goal.
I uh... I uh... I COULDN'T HEAR YOU OVER THE FUCKING BACKGROUND MUSIC!
Twilight Princess was a big offender in this sense(most Zelda games kind of are, as much I love them). Sometimes you will explore a region or a hole or something, just to kind a lame treasure, such as a 10-rupee chest. No thank you game, I don't need mementos. Just leave some kind of inscription on the wall saying "congratulations on making it this far. Enjoy the view. Leave me an old grave. Leave me a Gossip Stone. Give me a floating fairy and a landscape as reward.
Just don't leave me nothing, for once I'm used to being rewarded for achieving something through exploration, I will be left suspicious. And probably start bombing every single wall and play every single song. And it really sucks when that happens. Thinking that the game is being cryptic when it really isn't.
As a side note, this rant got me wondering what it would be like to play a more incidental exploration game, where the goals are manifold and mostly vague when you start, but are honed something more clear depending on your actions and things you discover, both in obvious and less obvious ways. Sort of like a choose your own adventure book, but without clear indicators as to when you're picking a new page. But I'm just rambling now.
Morrowind
Gothic
World of Warcraft
Deus Ex
I say this because I played Assassin's Creed in exactly the opposite way I'm sure people reviewing it did. I turned off the HUD and then I explored. I know each of the three cities intimately because I didn't rush from sidequest to sidequest. Those perches? Sure, they filled in a map I had disabled but they were more for MY lay of the land, so to speak. I explored Assassin's Creed and learned every nook, cranny, and turn. I could navigate the city effortlessly by the time I finally ended it.
So yeah, I suggest you give Assassins Creed another try without the HUD and embrace the world they created.
When I do play stuff like MMOs there are places I will hang out just because I like the atmosphere of a particular zone. For those that have played it, FFXI's Sanctuary or Zi'tah or Al'Tieu are places you just wanted to rush wander around. Eventually we found some other incentives to visit the areas, but in just about any MMO I've played the first thing I want to do is just wander around when the new areas are added.
Same thing with open world games, first thing I'll do is set aside the story and see just where I can go and what I can do. More fun that way.
MMOs also give that feeling, as many have mentioned, and of the two I played, FFXI was much better at it than WoW, partially because it took effort to see the coolness. WoW delivers a lot of awesome but with flying mounts to make it easy to get to. When you want to see a cool view of Attohwa Chasm and the gigantic flying bird, you have to climb a mountain on a confusing path that leaves little room for error. It's cool once you get there partially because you meaningfully went up to see it (ok, there is something for a mission and for a "raid" up there, but I went up for its own sake a few times.)
didn't feel strange or forced for me, if anything it was consistent with the character's motivation.
It's a spider, spiders like eating bugs, eating bugs is the goal, eat all the bugs!
Mind you I was fed up and stopped playing fairly early (only beat like 5 big daddies) but it was strictly linear with the occasional branching path. Even then though you still had to go down each path, and the only choice you had was the order you tackled them in.
if you can find them, Anthony, i'd recommend Aquanaut's Holiday, and Tail of the Sun, both for the original playstation... they're largely forgotten games, but were *completely* about exploration (of the sea, the former, of a prehistoric world, the latter). they were great games that were largely shat upon at the time by people with no attention span :7
also, i'm curious - have you played Yume Nikki ("Dream Diary"), Anthony? it's another little-known game, this one an independent, free game that you can download. it was made with rpgmaker, though it's not an rpg - it's a japanese game that's just about wandering around in the dreams of a very solitary woman. the game is oozing with atmosphere, and for something made with snes-level technology, it both looks and sounds extremely good. anyway, if you're interested, i'll make another message with info on how to get the game (and how to play it - as it's a japanese game, it's a slightly awkward process to play it, but it's rather worth it imo).
(i'll second/third/fourth/etc the mention of Bethesda games, but say no more since everyone else is on about that).
Specifically, I remember running across a sort of mock shelter area where there were computers that had diaries from someone trying to treat people with radiation poisoning after the bombs fell, and how sad and futile it was. It absolutely did nothing to add to the actually gameplay other than give me a sense of realism to the world I'm in, and to be honest I don't mind that it doesn't add anything else. I think that game, because of the non- gameplay elements and storytelling, immersed me so much into the game and should be an example for future games.
When I saw that the subject of this video was going to be exploration, I immediately thought of Shadow of the Colossus. See, prior to two weeks ago, I had never played the game. Hell, I never had a PS2. I'm sure a ton of you will scream blasphemy, but it wasn't a fanboy thing, I just didn't have the funds.
A few years ago, on Destructoid, I read something by Burch that referenced SotC and from what he said, I knew I wanted to play the game. Anthony, I can't thank you enough for instilling that seed of curiousity about SotC and what I might be missing. The game is beautiful and one of the best mainstream examples I can think of for games as art. The exploration aspect of the game was something I ignored for the first few colossi. I was eager to see how the colossi would change and get more difficult. When I finally began deviating on my paths to each encounter, I discovered a world unlike any other I've seen in gaming. The sheer vastness and care put into each vista and section of the Forbidden Lands was breathtaking.
2 years ago, I would have disagreed with you about Bioshock. I enjoyed the game but flew through it and didn't look back. About a year later, I played through it again and really took Rapture in. I got so much more about the story than I had previously and I'm not talking about audio diaries.
I'm talking about history of the main character and the indiscretions of Andrew Ryan. Blew me away.
Good rant, you were rambling, but I feel ya brother.
Every time I tapped the potential of Morrowind, the game rewarded me with crashes. I remember making a ring that allowed me to fly perpetually and I used them in conjunction with the Boots of Blinding Speed (I made a spell to fix the blindness part) and lo, I was able to Superman my way around the world.
Except the game would constantly crash. When I called customer service, the best answer they could offer is. "Try not flying around the world." I think I traded the game in promptly after since it was a game that couldn't achieve its own premise. Sure, there were lots of other things to do, but I wanted to fly while doing them.
Oblivion, to me, seemed like the opposite. There were tons of places to visit across the gigantic world and a lot of people to help, but none of the quests were terribly interesting. I remember in particular one quest had me searching endlessly to kill some fish to get the scales, and it was definitely not worth it. Finding the Giant Slaughterfish, though, despite there being no tangible reward, was awesome.
I explored a lot in the GTA series. In GTA4 I loved looking through the very different-looking parts of the city and finding the tallest buildings. I loved GTA:SA even more, exploring the boonies and the desert and whatnot. Damn, I need to play that game again.
So yeah, those are the games that I explored solely for exploration's sake. And I loved 'em.
The reason for this is that Loophole Jumper is a pretentious dope that has to feel like he is seeing tons of details about reality that nobody else does.
In reality, he is wrapped up in a thought process that is usually endured in puberty, and is usually grown out of by the time you reach your early 20's.
Comments will be better years in the future when Loophole Jumper grows up.
The less combat-centric a game's theme the better exploration will be, well, most of the time. MMOs do a decent job or varying their content to keep people constantly distracted, which is what exploration is all about isn't it?
The reason for this is that Jumphole Looper is a pretentious doper that has to feel like he is seeing tons of details about reality that nobody else does about realities that nobody else sees about realities jim sterlings.
In realities, he is wrapped up in a thought process that is usually endured in pubics, and is usually grown out of by the time you reach your early 20's.
Rants will be better years in the future when LoopHole Jumber jumps Loopholes.

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