The real interesting solutions to these problems lie within
the specific contexts of the game, the behavior change you are looking for in
the player, and their emotional response.
Here are some high-level methods with context-based examples for
encouraging players to stay within a certain area of an open-world game:
Audio-visual feedback
cues – Reinforce desired behaviors through music, sounds, loss of
visibility due to environmental changes, directional arrows, etc.
EXAMPLE: In a zombie game during a
day/night cycle, the simple use of light and dark can be used to effectively
control player movement within a larger area. Additional cues can be utilized
to invoke feelings of fear or horror by introducing sound cues outside of the
light zones to indicate impending danger resulting in death.
Progression /
difficulty – Creating a core progression system where a player cannot
physically handle the difficulty beyond a certain point to encourage the player
to stay in a zone until they progress
EXAMPLE: A level-based shooter
where experience is earned and used to obtain progressively better equipment in
order to overcome the challenges preventing the player from leaving the space.
Limitation in resources
– A game system or temporary mechanic that physically limits the player’s
range (eg. endurance, oxygen, fuel, ammo, etc.)
EXAMPLE: An exotic gameplay
scenario that requires a player to hold their breath in a smoke-filled
environment, physically limiting the range they can travel. Combined with the right set of audio-visual
feedback cues can effectively create a sense of anxiety and stress. As a designer, you would obviously want to
keep this tactic in limited durations so as not to cause player fatigue.
Breadcrumbs and
carrots – Feedback cues that steer the player to the desired destination
area
EXAMPLE: In a car combat game, a
player may need to kill an objective in a certain area. Players enjoy intense and compelling combat
when they are inside the zone, and experience lulls when they deviate outside
of it. Whenever the player leaves the area, new combat targets (ie. carrots)
are spawned traveling towards the core objective to lead the player back into
the action.
Anchoring / tethering
– A specific location that missions/objectives require you to visit to
either progress or get rewards that help you progress
EXAMPLE: Imagine a game where the
player takes the role of a cop and is assigned to a specific HQ where he
receives all of his dispatches and gear required to venture in the area. Whenever it is time for the player to move
on, he gets transferred to a new department or HQ. This context makes sense, feels logical and
maintains a suspension of disbelief for this kind of tethering model.
Attachment /
investment – The player is given or earns a location that he can invest in.
This doesn’t have to be stationary; it could be mobile if the context fits.
EXAMPLE: Imagine a game where the
player can choose to build and upgrade a fort or lair with gameplay benefits as
well as personalized cosmetic features that can be used for bragging
rights. This is a slight deviation from
the anchoring/tethering mechanic where the player is forging an attachment to
the anchor via the investment of time, emotionally through personal expression,
or to use it as an edge in gameplay. A mobile example could be investing in a
large ship that travels from island to island.