Further Conversation - Podcast #3
A Way To Go
In the podcast this week we talked a little about Vincent Morisset’s “A way to go”, and while it was a great experience I mentioned that I didn’t agree that it matched the intended theme. If you haven’t checked it out yet, take a look at it here first. It only takes 5 minutes to complete if you rush it, even if playing it that way misses the point.
“A way to go” is all about about the now. By it’s own admission it’s about taking time to experience everything around you, rather than progressing to a set destination. This is all but stated outright in the preface and and definitely inferred by the in-experience text.
In the podcast we both brought up that as players, we felt more of a need to reach the destination than to stop and explore what was around us. This for me is key as to why the experience failed to successfully convey it’s theme. It’s not enough to just “feel” that way though. If we’re to better understand what didn’t work, we need to explore further the why.
For me, this key issue was the repetitive nature of the focal points and moment to moment scenery. The short clips of assorted nature were nice on first view, but it doesn’t take very long for them to cycle and become meaningless. Indeed, later in the game they’re dropped entirely. Aside from being phase specific, none of them appear to be tied to progression or specific areas, which give the player little incentive to nurture that sense of exploration as the experience unfolds.
Secondly, while the natural aspect of the trees and bush contained an expected amount of visual interest, this is lost entirely in the second phase as it transitions into a virtual landscape populated by multiples of a singular tree asset. As the phases continue, we got back and forth between the real and unreal and some new techniques appear. Mostly, the ones in reality work well (where another person or people are running with you) from a visual point of view, but lack an exploration hook. Conversely, the ones set in the virtual reality feature interesting exploration opportunities via their mechanical changes but lack depth, leaving them at risk of feeling gimmicky and drawn out.
These reasons are why I felt I didn’t need to stop and explore, but why did we both feel the need to “just get on with it”? Our destination was never explicitly defined and nor did it really need to be, but the inclusion of the visible lined path gave us a goal that had to be ahead. I don’t believe the linear aspect of the path was an issue. We were being asked to stop, take our time and explore, and for all intents and purposes time and our forward movement are one and the same. Anyone taking a moment to think about how this experience was created would know that at some point it would have to end, but by having a visible line on the screen was a constant reminder. We started on this line, we were going to end on this line too.
This was further impacted after the change from phase one to phase two. We now knew something was going to change at specific points ahead and that these changes were going to be substantial. Instead of one final destination, we were now heading to a string of smaller destinations that would change everything each time. Our sense of exploration was no longer tuned to what was happening as we moved along the path, but instead we were driven to explore what would be waiting for us after our next mini-destination.
This is the crux of the issue. We can claim that each shift in phase is not a new end and beginning, and that each shift is equivalent to any other explorative action we can make in the game, but it doesn’t excuse the fact that we are now more focused on progressing forward than we are stopping and exploring where we are now. In short, the rewards of this game are now at odds with it’s intended mechanics.
At the end of the day, none of this really matters. It assumedly works as it’s creator intended, and thinking about it in this way may even be intended. However, as a thought exercise, what could be changed to drive the player towards a more exploratory mindset?
I would probably change the following:
In the first phase, some points of interest should be near unmissable to encourage players to explore without completing the path first time.
Any time you reach the end of a path (i.e. when it would previously switch to a different phase) call that the end of the journey and end the game. Hint that exploring may offer more to see.
Rather than being able to view something at all along the line, separate them into areas. Use some kind of signifer (shading trick, animation, or other effect) when players are looking in a certain direction as indicator of a point of interest. Use some other kind of cue when the player is in the rough area that links to what’s in the clip.
Similarly, instead of playing a clip for each of these points of interest, use them to transition between the different phases. This could be done in the same sequence as the original, or it could pick one at random. But, it would be cool if exploring different points of interest lead to different specific phases.
- Gareth












