I prefer the Miyamoto mechanic for integrating exploration into gameplay. Just because you put many things in a garden doesn't mean that people will investigate all those things. Instead, a garden has to be tended such that the visitor is guided not by artifice, but by nature, and so that every corner they turn, they are rewarded with new experiences.
In much the same way, WoW uses "breadcrumb" quests to lure players out of lands they're appropriately levelled for and into new, more exciting, more level-appropriate areas. THIS essentially makes exploration an integral part of the game, instead of an optional pathway that is entirely up to the player to implement.
The opposite, the garden with points of interest randomly strewn about with no relation to each other at all, is more like Second Life. There's wonders all around you, but there's nothing to tell you that: no streets that promise excitement, no context to slowly ease the user from one sight to the next, no mechanism to guide the player on a journey of discovery. Instead, Second Life is a chaotic universe of vast expanses of barren undeveloped land and cluttered unorganized second-rate user-created sprawling sludge, with the gems few and far between...
There are some seriously BEAUTIFUL pieces of user-created content in Second Life, but good luck finding them without grabbing another player, and asking for a "warp."
In contrast, in WoW, in Japanese Gardens, and in Miyamoto's games, you're not dropped like a baby giraffe into a careless and unorganized world, but instead pointed in the right direction and given the incentive to be bold and take that step around the corner.
...
Even on a 10-lane freeway, you can see that there are other lanes to switch to, exits to take, shortcuts to get lost in, rest stops, gas stations, small towns and small urgan adventures. But with ToS, I felt like I was on a 1-lane road through a forest, the trees on either side of me 2D textures that concealed everything beyond them and promised nothing if I dared venture that way.
For all I know there could have been festivals on the other side of those trees, carnivals and dancing bears and katamaris and beluga whales and flowers in her haird and bells on the hill that I never heard ringing and all sorts of wonderful things like whiskers on kittens and raindrops and noses and beluga whales... did I say beluga whales twice? thrice.
AND that's all WONDERFUL. I LOVE THAT. I bet I've even loved games that require me to force my way past the developer's ineptitude to enjoy the goodness! I'm not knocking ANY of that stuff's worth.
What I AM knocking is WHO IN THE HELL PUT ALL THOSE TREES BETWEEN ME AND THE GOOD STUFF?!?!?! WHY WOULD THEY LET ME SPEED THROUGH A GAME I AM SUPPOSED TO ENJOY!?!?!?! WHY WERE THERE NO EXITS OFF OF MY ONE-LANE HIGHWAY TO EVEN HINT AT THE WONDERS THAT LAY BEYOND?!?!?! WHY OH CRUEL FATE WHY?!?!?!
...
Yeah. I have nothing against games for collectors (Pokemon, Mario's 8 red coins, Rocket Slime), games for explorers (Tail of the Sun, WoW, GTA 3), games for people who want to actually play games instead of blow through them in one night (Zelda:WW, WoW, GTA 3).
I just can't like a game that rushed me through it almost as if it intentionally wanted me to not ever discover that it had depth, or sidequests, or nuance... I also can't like a game with a cliched anime story. YUCK. Big-boob jokes are lame-o.
~Carmine M. Red
Kairon@aol.com