Frequent new locations (only occasionally revisiting previous locations).
Part of the appeal is for this feature is to create a sense of progression.
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Closely related to Intuitive continuity.
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The scope of this feature is only for travel when there is no clear destination.
I’m not interested in traveling to fixed locations.
Half of the appeal of this feature is being surprised where the story ends up.
The closest form of destination I’m interested in is negative destinations—characters fleeing from somewhere.
In other words: “I want to be anywhere but here.”
Ever since I was a child I’ve always been fascinated by the idea of running away from bad places.
Occasionally I would have a nightmare where I was lucid enough to feel empowered and run away like the wind. I would keep running until I ended up in a fresh, pleasant dream.
I realize now that part of the appeal of that idea was the open-endedness of where I was running toward.
I never ran to a particular location. It was like I was subconsciously knew that I was re-rolling the scenario, with a practically certain probability that the result would be positive.
Sometimes it is helpful to do the Dark Souls effect of both foreshadowing in the distance where the protagonist will end up, and then when the protagonist arrives there, showing the previous location in the distance.
It’s important to emphasize here that especially for new players to the Souls games, it usually isn’t obvious that players can travel to those locations.
Part of the wonder of Dark Souls is it allows you to travel to the background.