Hmmm...
My definition of "Exploration" and "Discovery" is inclusive. That's why I can't understand what you're saying.
I'm still exploring when I have to solve a puzzle: I need to explore the world around me and my tools and abilities when I need to find a key or cross a gap or overcome some obstacle. Likewise, enemies make force me to take advantage of my environment and my abilities in a like manner. Combat is really just a dynamic form of a puzzle.
Given that I include problem solving (using a lantern/torch to light up dark areas, much as one would do in a limestone cavern) and combat (fending off bats, or keese if you will) in exploration, I can't see the weight in Pro's arguments. Problem solving IS a part of exploration, it is part and parcel to the experience. Exploration isn't simply seeing new things, but gaining knowledge of how to get there through tools and your own abilities.
I mean, when a kid catches a glimpse through some trees of a rock outcropping at a park and decides to climb to the top, needing to solve navigational puzzles, exert physical activity, and take bounding leaps in order to get to the top of some place in the distance... that's all exploration!
Ah, but throw in Final Fantasy and we're not talking about my kind of exploration anymore. When Miyamoto discovered that cave it was a completely solitary experience, it was a secret(tell nobody), it was something only he knew about at that point in time. Other people bring in other factors that completely distract from that child-like sense of ego-centric wonder and amazement.
All of a sudden, it's not about discovery and exploration, but human psychology and interaction. It's not about stretching forth your sense of self to fill and become one with the world around you, but molding yourself to fit into social mores. It becomes not about how to explore the world around you, but how to deal with other people's objectives and agendas.
My belief is that Zelda, Miyamoto's Zelda, is that sense of solitary exploration. It isn't about a storyline, or epics, or npcs or characters or background. It isn't about all these things that we sprinkle on top of our lives to give them meaning and definition. Miyamoto's Zelda, and many of Miyamoto's games, are about singular experiences that are almost child-like, almost rawly emotional in their sense of purity, baseness, innocence, and ability to appeal to everyone.
In this sense, Miyamoto's works almost seem to have the emotional core that Miyazaki's works do.
~Carmine M. Red
Kairon@aol.com