For many people, RPGs scratch a completionist itch. There’s strategy guides, for example, on completing various games with 100% of everything – and that means one of every item, fighting every enemy, opening all the chests, and seeing everything the game has to offer. Some games offer rewards when you complete all the maps or fight everything in the bestiary. Other games are infamous for having complex or annoying secrets.
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I’ve mentioned several games as being Ys clones in this game. I think as a definition article, I should define what I mean.
Exploration exists in pen and paper RPGs. Some games make exploration a puzzle. You have traps in ancient keeps, or rules covering travel times and wild animals. Some games make what you find part of the reward ranging from treasure, interesting locations, or history. Exploration really, in my mind, breaks into a couple of categories. There’s exploration in learning about the world (so, plot, mapping, getting skill in travelling -) There’s exploration in simply finding new places (the nuts and bolts of seeing new stuff.) And there’s exploration in the sense of finding new interesting things that matter to your interests (plot relevant locations, useful locations, useful materials at said locations -)

Silva Saga has some locked doors, like this one. They also pop up in the earlier game, Minelvaton Saga.
Obviously, in a console or computer RPG, you can’t have the same freeform potential for exploration. You do get things like secrets tucked away at the edges of the map. You do get Metroid esque “can’t get here yet” style barriers. Some games also encourage you to stay on roads (to reduce encounters) or force you to search to find areas. The Wild ARMs series even hides locations from you until you get the directions to find them and are able to search in the correct area.
I suspect everyone remembers stories about Nintendo games removing crosses and blood – or alcohol and smoking. I think it might be interesting to talk about the side effects of this.





