EXPLORATION
Regions of the world are inaccessible until the player meets a condition — an ability, a key item, a story beat, a payment — making the map itself a progression system.
Deliberately placing rewards in previously visited areas that only become reachable — or only become meaningful — after the player acquires new abilities, knowledge, or items, making return trips payoffs rather than padding.
Sections of the environment can be destroyed to reveal hidden passages, rooms, or shortcuts — the cracked wall you bomb, the false floor you dash through.
Large sets of items scattered through the world — moons, feathers, orbs, pages — whose gathering is tracked toward totals, rewarding thorough exploration of every corner the level designers built.
A visible tally of how much of the game's content — collectibles, map areas, quests, achievements — the player has finished, usually shown per-region or as a single global number.
Information embedded in the world's dressing rather than delivered by text or dialogue — bloodstains that hint at an ambush, worn paths leading to secrets, architecture that telegraphs a boss ahead.
Instant relocation between discovered points — map markers, hub networks, or anywhere-to-anywhere.
Hides parts of the map the player has not scouted or cannot currently see, typically in two layers: unexplored (fully black) and explored-but-not-visible (terrain shown, units hidden).
Distinctive, memorable locations built into the world specifically to serve as visual and navigational reference points — a towering statue, a unique rock formation, a ruined tower visible from a distance.
The world is open but locked by ability: the high ledge, the breakable wall, and the dark room are visible early and passable only after acquiring the double jump, the dash, the lantern.
A small, always-visible overhead map in a corner of the screen showing the player's immediate surroundings, nearby points of interest, and often other players or objectives.
Discrete discoverable locations scattered across a world — ruins, camps, shrines, vistas, question-marks on the map — each holding a morsel of content and together forming exploration's connective tissue.
Hidden spaces behind breakable walls, invisible passages, or puzzle triggers, holding rewards for players who probe the world's surfaces.
Navigation markers guiding travel — quest markers floating over destinations, compass pips at the screen's top edge, player-placed beacons visible across the world, the breadcrumb line on the minimap.
The macro-scale map as interface and place — the overworld screen connecting locations, the atlas view where continents render as geography, the zoomed-out layer where travel, planning, and world-comprehension happen.