4 Techniques to Avoid Tedious Backtracking
- ajaxanderson13
- Jul 30
- 2 min read
If we follow the principles of player-centric design, it is imperative that we empathize with players and respect their time. As such, we want players to be engaging with the fun parts of our games as much as possible, and by corollary, we want them to avoid things that are not fun like moving through a space the player has already experienced with nothing new to do.
Verticality




One Way Obstacles


Repurposing
These looping spaces are usually great for player flow and often lead to interesting interconnections in your level design, however, there are situations where you might want the player to travel a longer distance linearly so the looping form might not make sense. In these situations, you can repurpose the space to make backtracking more interesting or use transportation to move player quickly through spaces they've previously passed through.


Repurposing has a few cool benefits. First of all, it's efficient from a production standpoint. You can design & art one area and get multiple uses out of it. Additionally, you can create very different experiences for the player. In games where high ground & fortified positions play a big role, repurposed spaces are a lot of fun. Players feel very weak and vulnerable while assaulting a fortified position, but if they have to defend the position after capturing it, they get to feel immensely powerful. It's a satisfying gameplay reward for overcoming a significant challenge. This is a very common gameplay flow in The Division games.
Transportation
While this is the least elegant approach, quickly moving the player to a location where they can get back to the fun is still better than having them backtrack. You can do this by teleporting the player or putting them on some sort of vehicle and transporting them to where they need to go.

What are some others techniques you've used to avoid backtracking? Leave a comment to spread some knowledge!
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