When a player navigates a space for the first time, it is very interesting: the content is new, the dangers are unknown, paths need to be found. However, various situations force the player to backtrack, or navigate the same space multiple times. Perhaps the level designers are being economical, or trying to build familiarity with a space. Perhaps the game itself is open-ended, or like a sandbox, where navigating the same spaces is part of the game itself. These can make the same spaces seem tedious and sparse.
Given that backtracking (or navigating the same space multiple times) is unavoidable, what are some effective, economical ways of making it interesting? Please keep in mind:
- We are reusing levels deliberately, either for effect or to save on cost. Therefore modifying the levels beyond recognition would be against our intent.
- We also cannot modify the gameplay too much; if we were attempting to save cost by reusing levels, incurring more costs by adding gameplay would be counterproductive.
One quick-fix I had in mind was to give the player some sort of powerup or vehicle so that they could backtrack faster. I'm sure there are better methods, and examples of games where they were used.