
Exploration is less about physical travel, and more about the mind. It is not only about discovery, but the emotions involved. While our natural instinct is to link a scene to exploration, Shigeru Miyamoto (Super Mario, Legend of Zelda) gives an example of exploration coming from within,
“Imagine the Spirit—the state of mind—of a kid when he enters a cave alone. Going in, he must feel the cold air around him. He must discover a branch off to one side and decide whether to explore or not. Sometimes he loses his way. If you go to the cave now, as an adult, it might be silly, trivial, a small cave. But as a child, in spite of being banned to go, you could not resist the temptation. It was not a small moment then. This feeling must be realized in the game.”
So as designers, we must reevaulate what we see, and learn to understand what brings out these raw emotions. Think of words to describe the scene. For the aforementioned cave, we could say it is forbidden, unfamiliar, cold, dangerous, dim, and isolated. What other words does the cave description bring to mind?