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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


You can use one way vertical drops to create neat loops to prevent backtracking. These loops drop players close to the starting point of the loop or near their next objective.
You can use one way vertical drops to create neat loops to prevent backtracking. These loops drop players close to the starting point of the loop or near their next objective.
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One Way Obstacles


Obstacles that can only be destroyed or opened from one side can also be used to create a loop. A door that is locked on one side, but not the other side is a classic example.
Obstacles that can only be destroyed or opened from one side can also be used to create a loop. A door that is locked on one side, but not the other side is a classic example.
One way obstacles combine really well with verticality. You can put a droppable ladder/rope or a lift that can only be activated on one end at the end of a loop and use it to connect to the loop's start. Checkout a playthrough of this loop with a one way obstacle here.
One way obstacles combine really well with verticality. You can put a droppable ladder/rope or a lift that can only be activated on one end at the end of a loop and use it to connect to the loop's start. Checkout a playthrough of this loop with a one way obstacle here.

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.


In Khazad-dum, when players first approach Balin's Tomb, this section of the level serves as a pacing break. They've just survived a gauntlet of combat encounters, so I want them to have a chance to breathe and enjoy the setting.
In Khazad-dum, when players first approach Balin's Tomb, this section of the level serves as a pacing break. They've just survived a gauntlet of combat encounters, so I want them to have a chance to breathe and enjoy the setting.
However, when players return to this space after clearing the Tomb, it is now populated with enemies & boss. This allows players to have an interesting new experience in this space instead of simply walking through it again.
However, when players return to this space after clearing the Tomb, it is now populated with enemies & boss. This allows players to have an interesting new experience in this space instead of simply walking through it again.

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.

If your teleport ability is one of the crunchiest abilities ever made, you can get away with a lot of teleporting!
If your teleport ability is one of the crunchiest abilities ever made, you can get away with a lot of teleporting!

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

 
 
 

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