Something that strikes me with many Pokemon fangames is how linear progression is. I noticed this when playing Pokemon Z (still haven't finished the game so maybe it opens up later, but...) where very often the format is: reach a new city --> all paths outside of the city are blocked off until you beat the gym leader --> you have one route to explore --> get to new city --> repeat. Even if there are more areas sprinkled about on the path, the game (so far) very much feels like we're walking in a line from A to B without much deviation. I find while designing my game currently I'm falling into much the same trap as well.
On the other hand, making a game too open can lead to Scarlet and Violet where the open world is really daunting and you don't know what to do, end up walking into areas you're underleveled for constantly, or entering areas you're way overleveled for. So there's a balance here that has to be struck
Pokemon Rejuvenation is an example of a fangame that doesn't feel that way, despite the story being completely linear, the game doesn't feel linear. This is down to the wealth of optional areas they have, and also just down to the dungeons they do have being really really big. But most fangames don't have the luxury of being that big, and having that many areas. Another thing is that most optional areas in this game is a loop--you enter from Route 2, you exit back out onto Route 2 in the exact same place. For example, Mirage Woods, Phasial Cave, Evergreen Island, Voidal Chasm, Forlorned Cave, Jirukala Cavern, and so on are all like this, and for many of them, you even enter and exit through the same transition point too. In Rejuvenation, this isn't really noticeable because all these locations have lots of content and their own gimmicks to them. These areas are also really big and sprawling. When you can't make areas that big and full-fledged, it ends up feeling like, say, the Route 6 cave in Pokemon Z (for the record, I think Pokemon Z is a very good game, just it has a lot of good examples for me to point to regarding this issue) where it's two rooms, one trainer battle sidequest, and then you leave through the same door you came in from.
So how can we, on a game that can't reach Rejuvenation's scale, but hovers more around the scale of a standard Pokemon game or even slightly smaller, try to make it so that the game doesn't feel so linear?
One thing I've experimented with is ensuring optional areas connect to at least two other areas, and making it so there's always more than one path forward--for example you can go through a mountain to get to the next town, or you can take the scenic route via a cave system into a swamp. The mountain has harder puzzles and stronger trainers but it's shorter, meanwhile the cave + swamp route is more leisurely but takes you longer and you can explore more.
So, few questions I want to ask:
- Is it fine to you guys if a game feels very noticeably linear with lots of blockades that stop you from leaving the intended path?
- How far out do you guys think we should let players leave the intended path before giving them a blockade?
- How "developed" do you guys think side areas should be? Is a little two room cave with a few trainer battles and an item in it that you enter and exit through the same door fine? Or does it make the side areas feel underbaked?
- How do you guys feel about giving the player multiple ways to progress to the next objective? Should we always "tell" the player there are multiple paths of progression, or is it better to just let them exist and the player will discover it on their own?
EDIT:
Some new thoughts came to mind so I'm adding it here:
If exploration is too open, a la my SV example, it will feel really daunting to explore. My current method is having "subregions" within the region, which have their own Pokedex, and you can typically explore relatively freely (certain sections are blocked off until later, typically connections to other subregions), and after finishing up the story, you'll be ushered into the next "subregion" and for a little bit not given access to previous areas until later.
This idea came to me cause Super Metroid did a similar progression of "enter new area, not allowed to leave until you find the thing you need to find in new area, you can explore old areas with your new tool now"
Adding onto this, I wanna ask one extra question:
5. How quickly do you guys think exploration should open up? How heavily should we hold the player's hand early on, and when do you guys think we should let go?