What Do You Prefer in a Game: Progression and Events or Freedom to Explore?

balitz Method

Active Member
Jan 30, 2018
948
1,529
You have to be careful here. Lots of people will insist that they want freedom to explore over a structured story, but sandbox games get harshy criticized for being a mile wide and an inch deep. More engaging stories require a more structured approach. If you're looking at the extreme ends (a sandbox that's really just some quick set dressing for porn gifs or w/e vs. a visual novel type of game that has no real exploration aspect) then you need to ask yourself whether you're trying to do a specific type of game with a very particular experience, something that does get plenty of praise when it hits the right notes, or looking at the sandbox structure because you don't have a particular idea in mind and want to have room to do a lot of little things.

Most answers are going to fall somewhere in the middle, though, and that's where we really get into the substance of this question. Most games, whether lewd or not, find a mixture and the idea is to essentially give the player breaks from more intensive reading or gameplay that requires their attention to let them play around for a while. That's where exploration can be used to great effect. Think about what the main appeal of your game is and then, if you're adding exploration, allow for smaller bites of things that support it as some stuff to do while the player is in break mode.

If you don't consider this you could end up with a grindy clicker game whose 'exploration' aspect is just needlessly gating your progress. Ideally you want the player to be engaged enough with your structured material to want to continue it (so that they're not so detached that they'd rather just screw around) while also feeling relieved rather than annoyed when they're returned to a hub or w/e.
 

Slamjax

Heroes of Celtica Dev
Game Developer
Mar 5, 2023
152
714
I find players often say they want to easily see all content in one playthrough and without multiple saves, which seems to be anti-freedom. If the game had more freedom mechanics then there would be some content you would never see in one playthrough.
 

matpneumatos

Newbie
Game Developer
Nov 13, 2018
85
121
If you're up to the task to offer a non linear open world that could be interesting, while I still prefer the more curated experience of a linear game I'd say the best is to leave some openness that could be added with some sidequests that can be completed whenever you want.
 

Last69!

Member
Oct 11, 2023
227
768
If you make a game where there is a lot of walking or visiting different places better make sure you have enough ''content'' that it makes it worthwhile.
 
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Steuan

Super Straight
Donor
May 3, 2024
844
2,848
Depends on the game engine. If it's a Ren'py game then no! I don't want sandbox or freeroam. But if it's an Unreal Engine or Unity game then yes! I choose freedom to explore. ;)
 
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