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Original post by furiousuk
Yes, I found it fun and it was certainly well created but I define a game as being engaging and it just seemed to be lacking a certain level of interaction that would keep me hooked. I'm not sure what that level is though and I'm not suggesting it has to be combat but, whilst, I enjoyed the graphics and ambiance there was nothing that really made me feel part of the action and I quickly got bored of simply exploring the land. Maybe its just me though and that the level of abstraction actually went over my head rather than under it.
I think you may have touched on something quite important there. While it may sound cool to create an exploration game, players need clear objectives. I have not played the game you are referring to but, without clear objectives, the player feels like they are wasting their time. Obviously, this a stupid feeling; all games are, technically, a waste of time. None the less, a lack of clear defined goals can make the player bored.
The easy solution is combat. However, that does not mean that the game has to be combat focused, nor is it the only solution.
What I am trying to say is, you can't simply tell the player to explore. Instead give them something to find. Then make the thing they have found useful in some way. It can be help further exploration, but "another map" may quickly become repetitive and soon loose it's appeal with the players.
That is normally where combat is added, to provide the reward; more efficient dispatchment of enemies. It could be anything though, trade is the first thing that comes to mind. The problem is, each of these comes with their own set of problems, a trade game requires an entire market to trade in and something to trade for etc. You can probably see now why combat is so attractive, you can pretty much put it in without any other dependencies.