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Backtracking: You'll Need the Blue Key to Read this Article
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Wednesday, July 07, 2010
ARTICLE TOOLS

Editor's note: I love games that encourage players to explore their environments rather than merely wade through hordes of enemies; linear experiences can be fun, but they'll never be as interesting as those that require the player to find, and stay, on the path single-handedly. Jon explains his frustration with Doom's approach to exploration and hails Metroidvanias for enticing the player by going the extra mile. -Rob


Few things annoy me more than backtracking in games. Never have I come upon a door locked by a key deposited half an hour back in my travels and exclaimed: “Yipee! That last thirty minutes of my life was a roller-coaster ride of epic proportion. I'm sure it'll be as fun -- if not more so -- in reverse!”

If that is indeed your reaction that forces you to backtrack, then I humbly salute you; all of us are envious of such immunity to bad design decisions.

Thankfully, the trend finally seems to be dying out; Devil May Cry 4 was the last I remember to force me to backtrack a considerable distance. Upon reaching the last level (the last new level, that is), I encountered a character change, and Capcom then sent me on my way back through the entire game. Devil May Cry 4 at least earns some bonus points for not including the same enemies the second time, but it's hard to not feel cheated by the presence of only half the expected environments.

But it was Castlevania: Symphony of the Night that got me thinking about backtracking in the first place. That game -- as well as Super Metroid and, more recently, Shadow Complex (although, I failed to finish the former and never played the latter) -- managed to make backtracking enjoyable to the extent that I could justify the mechanic as a core focus. Symphony of the Night, Super Metroid, and Shadow Complex make the process fun in a way not many others have.

 

For those unfamiliar with the genre (called Metroidvania in reference to the aforementioned titles), here's a quick overview: Metroidvanias consist of one continuous map with no artificial barriers to constrain you. The hitch is that certain areas are only accessible after obtaining particular items, which then forces you to play through this "open" world in exactly the order the developer intended. For example, you get the Morph Ball upgrade for Samus fairly early in Super Metroid, which then allows you to travel through small gaps.

What's important about these games is that you never backtrack for a single-use device. Doom's system of red and blue keys is fine for its small levels, but when put into a larger game, such as the original Devil May Cry, it becomes not just irritating but unsatisfying to wade back through.

Contrast this with the previously mentioned Morph Ball from Super Metroid and the numerous places throughout the game where you can use it. It's not just some throwaway item you immediately discard -- it's an essential part of your arsenal that you'll use for hours to come.

It's also important that the game has already exposed you to many situations where such an item would be useful. During the beginning hours of Symphony of the Night, one vase sitting on a high ledge that I couldn't reach tormented me. When I finally discovered the double jump, I didn't care that I could now explore far more important parts of the castle; I headed right back to that ledge and used my new found ability to get to that vase. It ended up containing a sword less powerful than the one currently equipped, and yet obtaining it was just so satisfying.

Backtracking is a completely acceptable way of getting more mileage out of game environments. It's very important that developers don't just put a barrier in your way; it's far preferable for them to place the objective clearly in your sight but just out of reach, which makes you curious as to what's up there rather than merely making you angry with the realization that you need to jump through hoops to progress.

Done correctly, backtracking can flesh out what might otherwise be a short game and even make those of a decent length appreciably longer. I personally plan to spend some time making a clean sweep of the castle in Symphony of the Night when I've got all my power-ups -- just to make sure I haven't missed anything.

Like collectibles or an open-world design, backtracking does the most harm when developers don't go for it enough and instead half-ass it in a way that is neither fun nor satisfying.


This article, which is typical of many others of mine, could be criticized as too “overly-analytical.” People argue that games should just be "fun," and that to examine them in too great a detail destroys this.

Does anyone honestly believe Miyamoto walks into his planning meetings and goes, “All right guys, just make it fun. Don't think about it too much, because if you do it won't be”? Of course he doesn't. It's important for every developer (and -- to an extent -- gamer) to understand what exactly it is about games that makes them fun, even down to the minutest detail, which becomes especially important when you're creating entirely new genres of games.

 
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Comments (12)
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June 03, 2010 19:26

A key difference in the exploration-based games you mentioned is that the game gives you a steady flow of new powers/weapons/abilities and it is through those upgrades you can learn to progress deeper into the world. A blue key is just a key - there's no fun in having it, it simply opens a door. But double-jumping, super missiles and changing into a bat are thrilling for the player. This makes it a double reward: now you have a new way to get around as well as an excuse to go back to that one green door or whatever that didn't open before.

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June 04, 2010 19:11

I'm playing Metroid Prime right now, so this is definitely a fresh topic in my mind. I think (as the commenter above me suggested) that is has to do with pacing. And it's a delicate balance, because the new abilities have to be pretty monumental to justify the backtracking. When I wander around for an hour and find the Space Jump Boots, I feel gratified. When I get the Thermal Visor (which does a WHOLE lot less), I feel a little ripped off. So not only do the power-ups have to come at the player fast and furious, but they have to be valuable and interesting. Which is perhaps why so few games do backtracking successfully...

Scott_pilgrim_avatar
July 07, 2010 10:43

I can stand this to a degree. My brother bought me Super Metroid a couple Christmases ago, though, and I simply didn't have the time or the patience to go back and forth looking for the next path :-/

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July 07, 2010 10:47

It's funny how you exclusively poke at the metroidvania games (which the items you get serve more purpose than opening a door) When the true offender of this and has been for years has been the FPS genre. THAT is the one where you can waste all of your ammo on a wooden door only to find out that you "need the blue key" and have to go through some elaborite process to get said key that only works on one level. Heck, in Jedi Knight Academy, it even mocks it in one part. And every early FPS and even more recent ones are guilty of this.

Robsavillo
July 07, 2010 11:45

I think Jon's point is that the Metroidvania games are the ones that do this right. He pokes at Doom -- not Super Metroid or Symphony of the Night -- for unsatisfying exploration.

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July 07, 2010 13:33

I did not mind backtracking in Super Metroid. One game in particular that annoyed me was Devil May Cry 4. It felt like it was only half a game.

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July 07, 2010 17:31

I think backtracking also has to make sense within the story. In Metroidvania style games, the exploration is part of the story. But some games do backtracking the right way, but disturb the overall story by doing so. I'm thinking of Metal Gear Solid in particular. Remember the Sniper Wolf scene? Meryl's been shot! You better go get a sniper rifle to counter Sniper Wolf! Oh oh oh, the rifle is...physically as far away from that spot as it could be in the facility. And of course Meryl's gone by the time you get back...but Sniper Wolf is still there. That one was a bit jarringly weird. Having a sniper rifle is cool, but the way to go get it didn't make much sense.

Brett_profile
July 08, 2010 09:22

It's a very fine line. I love Super Metroid, Symphony of the Night, and Shadow Complex because like you say, the backtracking doesn't feel tedious. It feels like part of the experience -- as you come to understand the world, you're going to come across areas you've previously been. But when a game like Devil May Cry does it? Then it's just padding. I hate that.

Dan__shoe__hsu_-_square
July 08, 2010 14:02

I gotta say, I loved your intro/opening paragraph!

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July 09, 2010 18:49

I recently completed Metroid Prime 3, so this is a convenient topic of discussion. I despise backtracking specfically because it forces one to revisit the same enviornments several times in order to discover a few secrets that may not even be worth investigating. For me it honestly feels as though developers do it to keep the player running around in circles so they can boast greater replayability. I enjoy titles that thow something new at you every 5 seconds and encourage foward progress.

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July 12, 2010 15:28

I agree regarding Castlevania and that unreachable vase. For me there was enough satisfaction in clearing more of the map that I didn't mind backtracking. There needs to be something rewarding about it. Or the original area needs to have changed in some meaningful way. I suppose it's not strictly 'backtracking,' but in FFVII I went out of my way to get the key that lets you return to Midgar just to see how things had changed.

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July 12, 2010 15:51

I hate Devil May Cry 4 for making the player go back through the same goddamn levels and fighting the same goddamn bosses. How many times did you fight those bosses? Three? Four? In some alternate universe, everyone who played Devil May Cry 4 are still fighting those bosses. 

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