Good post. Very inspiring read. I agree about making exploration challenging, not just time consuming. For my 2D space layout I've been toying with the idea of the nonlinear nature of space. Taking wormholes for example, how would it affect the game if they were simple gateways between points in space? Not the kind where they separate two "zones" but where they allow for continuous travel when flying "through" the wormhole point. This would allow for whole systems or galaxies to be "hidden" within in a singular point in empty space. Moreover flying "through" the point from different directions could make you end up in different places altogether. An apparently empty part of space could be filled with infinitely many, enormous "pocket spaces" ready to be explored when found.
Another idea along the same line is to have distances shrink and expand depending on where you are and which direction you are going. Traveling efficiently between two points would then require the player to map a path along which the distance is shortest, and this might very well not be the straight path. Both these approaches require some maneuvering skills from the player.
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Original post by SuperRad
[...] Maybe it was that there wasn't much reward for exploring beyond non-interactive backgrounds, or that you could tell they weren't of relevance due to your rader-like pointer showing you where to go for the parts.
I think this is a good point to make, where some games stumble. If you hold the player's hand too tightly you may very well remove the thrill of exploration altogether and the player just gets frustrated from the long travel times.