In several open world games, a single item fundamentally alters how you traverse and interact with the environment, turning a familiar map into a new experience. These items are not mere upgrades; they unlock verticality, speed, or hidden routes that were physically inaccessible before. This article explains how such items work, gives concrete examples, and helps you understand why they are so impactful.
What Makes an Item Change Exploration?
An item changes exploration when it grants a new movement ability or environmental interaction that the game world is explicitly designed around. Before obtaining it, certain areas are visible but unreachable—cliffs too high, gaps too wide, or doors that require a specific tool. After obtaining it, those same spaces become traversable, often revealing shortcuts, secret caches, or entirely new regions. This design creates a two-phase experience: the world as a constraint and the world as a playground.
The most effective examples are not simple stat boosts (like a better sword) but rather abilities that redefine the geometry of movement. For instance, a grappling hook that lets you swing across chasms, a glider that turns any high point into a launchpad, or a suit that allows underwater breathing. These items are often the centerpiece of the game’s progression, and their acquisition is a memorable milestone.
Iconic Examples of Exploration-Changing Items
Several games are famous for this mechanic. Here are some of the most notable:
- The Paraglider in The Legend of Zelda: Breath of the Wild and Tears of the Kingdom: This item is given early, but it fundamentally changes how you approach any elevation. Before it, you must walk around cliffs; after it, you can glide from any high point, making vertical exploration a strategic choice. In Tears of the Kingdom, it is combined with the Ultrahand ability to create vehicles, but the paraglider alone turns every mountain into a potential launch site.
- The Hookshot in The Legend of Zelda: Ocarina of Time and other 3D Zeldas: This classic item lets you instantly pull yourself to specific wooden targets or grapple points. It opens up areas that are otherwise impossible to reach, and it also serves as a combat tool. In many 3D Zeldas, the Hookshot is the key to accessing entire temples and overworld sections.
- The Gravity Suit in Metroid Prime and the Varia Suit in Super Metroid: These suits are not just armor upgrades; they allow you to survive in extreme environments (lava, underwater, or cold). In Metroid Prime, the Gravity Suit lets you move freely underwater, opening up entire submerged areas that were previously only partially explorable. The Varia Suit in Super Metroid lets you walk through hot rooms, which are otherwise instant death.
- The Wingsuit in Just Cause 3: While the game already has a grappling hook and a parachute, the wingsuit is a dedicated item that lets you fly at high speed by diving and rising. It transforms traversal from a series of hook-and-parachute maneuvers into a fluid, continuous flight, making the large map feel much smaller and more dynamic.
- The Climbing Gear in Assassin’s Creed series (e.g., the Hook Blade in Revelations): While climbing is always available, certain items like the hook blade allow for faster climbing and zipline use. In Assassin’s Creed: Revelations, the hook blade lets you use ziplines and perform a rapid climb, which changes how you navigate the dense city rooftops.
How These Items Are Integrated into Game Design
Good game design doesn’t just hand you an item and say “go explore.” It carefully integrates the item into the world’s layout. This is often done through a concept called “gating,” where the player’s progress is limited by their abilities. The world is designed with visible landmarks that hint at what the item will allow you to do. For example, in Breath of the Wild, you often see a high tower or a floating island. The paraglider is not required to climb the tower, but it is required to safely descend and to reach distant floating islands in Tears of the Kingdom.
Another technique is “telegraphing.” The game shows you an area you can’t reach, but it also shows you the item that will let you reach it. This creates a “goal” in the player’s mind. In Metroid games, you might see a missile tank on a high ledge, but you lack the Space Jump to get there. You make a mental note and return later. This is a core loop of exploration: see something, remember it, obtain the item, return, and explore.
Why This Design Is So Satisfying
The satisfaction comes from a feeling of mastery and discovery. When you first get the item, you are not just stronger—you are more capable. The world that was once a series of obstacles becomes a series of opportunities. This is often referred to as the “Metroidvania” effect, even in open world games. It creates a sense of progression that is not just about numbers (like health or damage) but about your relationship with the environment.
It also encourages replayability. After you have the item, you might revisit old areas and find that they are now accessible. This can lead to hidden quests, lore, or powerful equipment. The world feels denser and more alive because it has secrets that only reveal themselves with the right tools.
Common Problems and Misconceptions
One common problem is that the item can trivialize exploration if it is too powerful or if the world is not designed around it. For example, if a game gives you a flying mount early, you might skip all the ground-level content. Developers often mitigate this by making the item have a limited duration, a cooldown, or by placing obstacles that require you to still engage with the environment (like anti-air turrets or storms).
A misconception is that any item that lets you move faster changes exploration. In reality, a simple speed boost (like a sprint upgrade) doesn’t change exploration; it just reduces travel time. The item must open up new paths or make previously impossible routes possible. For instance, a car in a game like Grand Theft Auto V is a vehicle, not an exploration item, because it doesn’t let you reach areas you couldn’t on foot—it just gets you there faster. A grappling hook, on the other hand, lets you reach a rooftop that is otherwise impossible to climb.
How to Choose Games Based on This Mechanic
If you enjoy this type of exploration, look for games that emphasize “ability gating.” Here are some criteria to consider:
- Check if the game is described as “Metroidvania” or “open world with ability gating.” These terms often indicate that items will unlock new areas.
- Look for games where the map is not fully accessible from the start. If you can go anywhere from the beginning, there is less chance of a single item changing exploration.
- Read reviews that mention “movement mechanics” or “traversal.” Games like Spider-Man (web-swinging) or Sunset Overdrive (grinding and bouncing) are built around a specific movement item that defines exploration.
- Consider games with a strong emphasis on verticality. Titles like Mirror’s Edge Catalyst or Dying Light use parkour and special items (like the grappling hook in Dying Light) to make exploration a core gameplay element.
Alternatives and Variations
Not all games use a single item. Some use a set of items that collectively change exploration, like the various powers in Metroid Prime (Morph Ball, Grapple Beam, etc.). Others use a skill tree that gradually unlocks movement abilities, such as in Horizon Forbidden West, where you unlock a flying mount and a diving mask, but they are not single items that instantly change everything.
Another variation is the “environmental item” that is not a permanent upgrade but a consumable or placeable object. For example, in Fortnite, building structures changes exploration, but it is not a single item. In Minecraft, the Ender Pearl is a consumable that lets you teleport, but it is a resource, not a permanent tool. The most satisfying implementations are usually permanent, iconic items that become a signature of the game.
Frequently Asked Questions
What is the difference between an exploration item and a simple upgrade?
An exploration item gives you a new ability that allows you to access areas that were previously inaccessible. A simple upgrade, like a health increase or a damage boost, makes you stronger but does not change how you move through the world. The key is that the item alters the geometry of your movement or your interaction with the environment.
Can an item change exploration in a game that is not a Metroidvania?
Yes, many open world games use this mechanic. Breath of the Wild is a prime example—it is an open world, but the paraglider is a single item that changes how you approach verticality. Just Cause 3 is another, where the wingsuit is not a required item but it completely changes how you traverse the map.
Why do some games give you the exploration item early, while others make you wait?
Giving it early allows the player to experience the full movement system from the start, which can be more fun. Waiting creates a sense of anticipation and reward. Breath of the Wild gives you the paraglider within the first hour, while Metroid games often make you wait for the Space Jump until late in the game. Both approaches can work well.
Are there any downsides to this design?
If the item is too powerful, it can make the world feel small and reduce the need for careful exploration. If it is too weak, it might not feel impactful. The best games balance the item’s power with the world’s design, ensuring that the item opens up new options without completely eliminating the challenge of navigation.
How can I tell if a game has this mechanic before I buy it?
Look for reviews or gameplay videos that mention “unlockable abilities” or “exploration.” Search for “ability gating” in the game’s description. Also, check if the game has a skill tree or item inventory that includes movement-based tools like hooks, gliders, or suits. If the game’s marketing emphasizes “traversal” or “movement,” it likely has such an item.
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