While level exploration is not an exact science and every player behaves differently, there are general behavior patterns that can be considered when designing a free-navigation level. Players tend to be attracted to areas they perceive will provide the greatest and most immediate reward.
In this example, the player needs to find and collect 4 boxes in any order. The question is: ๐๐ต๐ฎ๐ ๐ฝ๐ฎ๐๐ต ๐ฑ๐ผ ๐๐ผ๐ ๐๐ต๐ถ๐ป๐ธ ๐๐ต๐ฒ๐ ๐ฎ๐ฟ๐ฒ ๐บ๐ผ๐๐ ๐น๐ถ๐ธ๐ฒ๐น๐ ๐๐ผ ๐๐ฎ๐ธ๐ฒ ๐๐ต๐ฟ๐ผ๐๐ด๐ต ๐๐ต๐ฒ ๐น๐ฒ๐๐ฒ๐น?
The player has the following information: ๐ญ. ๐ช๐ต๐ฎ๐ ๐๐ต๐ฒ๐ ๐ฐ๐ฎ๐ป ๐๐ฒ๐ฒ ๐ฎ. ๐ง๐ต๐ฒ๐ถ๐ฟ ๐บ๐ฒ๐บ๐ผ๐ฟ๐ ๐ผ๐ณ ๐ฝ๐ฟ๐ฒ๐๐ถ๐ผ๐๐๐น๐ ๐๐ถ๐๐ถ๐๐ฒ๐ฑ ๐ฎ๐ฟ๐ฒ๐ฎ๐ ๐ฏ. ๐ง๐ต๐ฒ ๐ธ๐ป๐ผ๐๐น๐ฒ๐ฑ๐ด๐ฒ ๐๐ต๐ฎ๐ ๐๐ต๐ฒ๐ฟ๐ฒ ๐ฎ๐ฟ๐ฒ ๐ณ๐ผ๐๐ฟ ๐ฏ๐ผ๐ ๐ฒ๐ ๐๐ผ ๐ณ๐ถ๐ป๐ฑ ๐ฎ๐ป๐ฑ ๐ฐ๐ผ๐น๐น๐ฒ๐ฐ๐
The playerโs brain rewards them in two key moments: first, when they locate a box, and second, when they collect it. Interestingly, locating a box but leaving it behind often provides a smaller sense of reward than the anticipation of finding and collecting another box just around the corner.
Based on this, hereโs a typical exploration path the player might take:
๐ญ. They see Box D clearly in the distance with no mystery about itโ”Great, I know where that is” (partial reward)โbut they donโt necessarily head straight for it.
๐ฎ.ย Instead, they decide to check the corner immediately to their left and find Box A. Great! Seems like there might be boxes hidden around corners.
๐ฏ.ย Remembering the more distant corner to the right, they backtrack and collect Box C.
๐ฐ. With no further clues in sight, they now head for the sure thing: Box D.
๐ฑ.ย With all visible areas explored and no new visual cues, they enter “search mode”.
๐ฒ.ย Turning around, they notice something they hadnโt before: the skyline opens up between two nondescript buildings, revealing a path to an unexplored area.
๐ณ.ย Following this path, they soon discover the fourth and final box, Box B.