In Defense of Backtracking

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I hear it all the time: "The game's good, but the backtracking got a little annoying." "All the backtracking kinda killed it for me." "I was gonna do my chemo, but after the backtracking I think I'll just take herbs."

Personally, I just don't get it. I don't just not mind backtracking, I downright like it. Like anything, there are good and bad ways to do it and it can certainly be overdone. But overall I think it's a solid mechanic to pull out, and can add quite a bit to a game, if used properly. I'll throw out a few examples of backtracking done right.

  • Eternal Darkness - So, this game is all about backtracking. As you move through the centuries (and eventually the millennia,) you return over and over to the same areas. They have, however, been dramatically affected by advances in technology, and by the wear and tear of age. You may walk through a country chapel during the Dark Ages, then return to it during World War I, then return again in the late twentieth century, and no detail is overlooked so far as remodeling these areas to reflect the passage of time. Whether it's a wall that has been reinforced or rebuilt (or not,) or the addition of glass panes in windows, or the changes in light sources from fire to gas to electric, each area is fascinating to drink in in each of its incarnations.

    Some might say that this is hardly backtracking at all, but that's the point - the reuse of areas, if done properly, can not only not feel like a chore, but can actually be more interesting and dynamic than a totally linear progression of areas. Eternal Darkness, once you get a few chapters in, has an almost perpetual atmosphere of surreal familiarity, and the re-discovering of remembered landmarks in sequential ages is arguably far more compelling than stumbling upon new ones ever could be. Eternal Darkness is the single greatest example of backtracking of all time, and if the game had gone for its millennial timescale without revisiting areas, its story would have been immeasurably less affecting.

    Eternal Darkness could be called the Deja-Vu Approach to Backtracking.

  • Metroid Prime 3: Corruption - The defining feature of the Metroid series is the acquisition of new upgrades, and the impact that these upgrades have on the player's ability to fight and, especially, to move. Whether it's reaching a previously unreachable ledge, opening a previously unopenable door, or crossing a previously uncrossable chasm, Metroid is all about wanting to do something, and having to wait to be able to. There is something uniquely satisfying about finally - finally - opening a door that has been a thorn in the side of your subconscious for the past ten hours of game. A fully visible suit upgrade might lie tantalizingly close, yet be totally unattainable, forcing the player to leave the thing where it is for a time. It will continue to pulsate at an insultingly leisurely pace, and this mocking piece of game design will not go unremembered. It is the ability to return to and complete areas you "beat" perhaps as much as a dozen hours before, that give Metroid its very distinct design sense. Without backtracking, there is no Metroid.

    Now, the Metroid series has always made liberal use of backtracking, though it was arguably at its most abundant in the first game of the Metroid Prime trilogy. In that game, areas were connected by "lifts" that went unidirectionally from A to B. This meant that if you wanted to get from A to E, you might have to take a lift, run for three minutes, take another lift, run again, take another lift, and run yet again. While this did induce a sort of stumble-upon approach to the aforementioned rediscovery, by forcing you to run through innumerable old areas, it could also be quite aggravating for those who just wanted to be get on with the story. Metroid Prime 3 does away with this problem, by (mostly) substituting your ship in for the original's lifts. Being mobile, the ship-to-dock system made travel omni-directional - you could now go directly from A to E. For this reason, Metroid Prime 3 has the most solid and user-friendly approach to backtracking in the Metroid series so far.

    Metroid Prime 3 could be called the Delayed Reward Approach to Backtracking.

  • Dragon Quest VIII - Dragon Quest VIII is something of an oddity in the modern crop of RPGs, because it does relatively little scaling of combat difficulty. Which is to say, the first area of the game is populated by tiny, cute little slimes which post little danger even when the player is at his weakest. As the player character becomes more powerful, most games would scale the difficulty of all encounters accordingly, inexplicably populating the previously slime-infested fields with greater fiends, and enormous tiger-eagle-shark things that make even the hardened adventurer wilt. Throwing out this tradition, however, Dragon Quest VIII holds to a uniform level of difficulty for each area of the game. If the player character were to progress from level 2 to level 30, areas which previously spelled certain doom would be filled with laughably weak little critters who fall in a single blow, sometimes en masse. The backtracking in the game, of which there is some, does absolutely nothing to ensure that old areas remain challenging.

    The upshot of this is that the backtracking that is present absolutely reinforces the feeling that the player character is growing in power - not just a little, but immensely. While just a few short hours before, a certain enemy type might have been a damnable nuisance, and a very real threat, a few levels could make it a real treat. From a certain perspective, the more misery a certain area inflicted on the player, the more satisfying it is to return to it, armed to the teeth with powerful new items and abilities, and to exact bloody revenge on your old tormentors. Backtracking in Dragon Quest VIII works as a yardstick against which the growth of character power can be measured, and is a viscerally satisfying way of settling old scores.

    Dragon Quest VIII could be called the Prodigal Badass Approach to Backtracking.

All that said, though, backtracking can also be horrific if misused. One of the worst examples I can think of is Soul Reaver 2. It's possible that the backtracking in this game was so aggravating simply due to a mask for load times; hallways always seemed to be about 40% longer than you'd like. But certain areas would see a back-and-forth approach to mission design that made them sickeningly familiar, and any changes that did go on between visits were usually quite superficial - a busted wall here, a lake frozen there, but mostly devoid of change that was interesting. The game used backtracking to artificially inflate the game's length (which wasn't all that impressive even after this,) and it showed. So, backtracking is not a surefire mechanic, but nothing is. And it can occasionally be great, and when done right it is not just a push but can dramatically add to a game in any number of ways.

So, please, don't use the word "backtracking" as though it's a curse word. Reserve that snarling tone for the word "quicktime." That's a much more deserving target.

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Hmm. For me, Metroid Prime has been an example of the *Legion* Stops Playing Approach to Backtracking.

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A very interesting take on the subject Morrolan. I'll admit I hadn't thought of it that way before but I generally still despise backtracking unless significant changed take place like in Eternal Darkness. I personally wouldn't even call it backtracking because while you are technically visiting the same location, it's not at all the same anymore. I always found the Metroid games to heavily overuse backtracking in order to pad the length of the game (Corruption did this much less but still too much) and I find that if a game uses this mechanic, that's usually why, similar to how The Darkness used the mechanic of making you walk and take the subway between all your destinations when there was nothing to do. Games like Oblivion eliminated the core problem of this by having fast travel. I don't think anyone necessarily minds going back to somewhere they've been before to do something new so much as they hate the time wasted in making the journey through previously explored (and often now empty) areas to get there. Assassin's Creed began to bother me in this respect as well until I reached the point where I could skip the whole traveling aspect and just warp between the cities. I think backtracking can be good, I just wish developers would figure out more ways to do it than just to artificially extend their games.

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I tend to think of backtracking as doing things like walking by a health kit in a shooter when I have 95% health, then getting in a fight a couple minutes later, and having to walk all the way back to grab that health kit to bring me back up to full again. I'm glad that developers have finally realized how unfun this is, and are increasingly shifting to the damage-over-a-short-time model rather than health bars.

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I love games that rely heavily on exploration. So I don't mind backtracking as long as it serves a greater purpose. I believe games like Castlevania and Metroid handle backtracking rather well. I actually enjoy seeing an item out of my reach and thinking "Okay, I can't get up there yet... but the second I'm able to transform into a bat I'm coming back here and I'm gonna get that badass 2 x 4 and then I'm gonna give Dracula a Concussion de Belmont."

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I used to love backtracking, but now that I have less time to play games the appeal is lost. I loved the Metrovania games, but as of Portrait of Ruin I am getting bored. It is one thing to explore every inch of a game because it is fun or for extras, but having to do it just to progress can get tiresome.

One game that did it totally wrong is Silent Hill 4. Silent Hill 1-3 did something similar to what you are describing in Eternal Darkness. There is a fog world and a nightmare worlds to explore. Silent Hill 4 sent you back through all the areas you've already completed only this time with invincible ghosts, while dragging along a limping idiot woman who must have a fetish for getting her ass kicked by horrible monsters. She also liked to attack the invincible ghosts which was just fantastic. It felt like Konami was stretching a 4 hour game into 8 hours.

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Totally agree on Eternal Darkness. The same-levels-different-eras was so much cooler than just throwing new areas at you.

The metroid type is fine, as long as there's quick travel. Unfortunately, it sometimes gets annoying as its often blatantly obvious what you need to do first to those familiar with the series.

Overall, really cool post.

How do RPGs or other adventure games fit in where you need to run around a certain area a bunch of times for fetch-it type quests? Such as, you bounce around between two characters (who are fairly far apart) trying to resolve an argument. I vote for annoying.

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*Legion* wrote:
Hmm. For me, Metroid Prime has been an example of the *Legion* Stops Playing Approach to Backtracking.

Same here.

Without any sarcasm, my ideal FPS is just this continuous large level. You go through this level, with its complex architecture, houses, indoors, outdoors, etc, without having to find a single key or solve a single "hey look we got a physics engine, look at us we're so clever" puzzle.

The only thing in my way would be enemies. Imaginative, varying, challenging enemies. In a first person shooter, the only thing that stops me should be the enemy's firepower. Everything else - the above-lava platforms, the keys, the switches - are just pretentious, stalling item hunts, a relic from the days of small levels and low memory resources. Off with their heads, I say.

Oh, and a storyline that develops as you progress would be neat.

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Metroidvania-style backtracking can be quite good, since you're going back, fighting enemies all the time along the way (but this time around, they're hopeless!), to get a fancy object thanks to your newly acquired bouncey-bounce power. So yeah, it doesn't have to be synonymous with crap.
Bad backtracking is in lot of RPGs I think, where you just have to walk back through old areas (now empty) to talk to the bloody quest-giver in order to get some XP. Plain boring. I remember stopping playing Morrowind abruptly when I realized I was spending more time walking back and forth (at that abhorringly slow pace) than I was doing interesting stuff. If there is ONE worthy thing they did in Oblivion it was to add fast-travel (and of course all the hard-core RPG players thought it was hard evidence that they had "dumbed down" the game).

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I agree completely with PoderOmega. Now that I've got a job, a wife, and responsibilities, I don't have the time to waste. Give me an excellent 8-12 hour game over a bloated one every time. (Exception: excellent RPGs. I sunk over 250 hours into Oblivion, and about 40 in my first run through of Mass Effect.)

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shihonage wrote:
Everything else - the above-lava platforms, the keys, the switches - are just pretentious, stalling item hunts, a relic from the days of small levels and low memory resources.

You keep using that word. I do not think it means what you think it means.

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Halo 3 is an example of poor backtracking. Didn't add anything to the story, felt like an excuse for Bungie to re-use levels.

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As 1D noted, I haven't liked Halo 3's backtracking much at all and I agree with his guess as to reasoning. I actually liked the original Halo's backtracking in the Pillar of Autumn when you revisit it after the flood trashed it. That was kind of a cool way to do it.

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I also love backtracking if done right. Halo was kind of a mixed bag. Some of it was terrible, but at the end when you are back on The Pillar Of Autum, I thought that was great. Metroid/Zelda games are great in that they limit where you can go without making it feel so much like I need the yellow key to get through the yellow door. Sometimes there are even ways to get around it such as using wall jumping in Super Metroid to get the Ice Beam early.

I need to get back to playing Eternal Darkness. Great game that I have just not had time to finish. I also am interested in the Castlevania games, but never got around to playing any but the first. Which one is the first exploration type?

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ColdForged wrote:
As 1D noted, I haven't liked Halo 3's backtracking much at all and I agree with his guess as to reasoning. I actually liked the original Halo's backtracking in the Pillar of Autumn when you revisit it after the flood trashed it. That was kind of a cool way to do it.

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The first "modern" Castlevania, with exploration and RPG elements, is Castlevania 2 on the NES, but as I understand it it was a mess.
After that I think Symphony of the night (PSOne). All the following ones (bar some exceptions) are basically the same game, and most of them are out on GBA (3) or DS (2). I played two of the GBA ones, good stuff, especially Aria of Sorrow; but then again Dawn of Sorrow on DS is the same with slightly better graphics, so unless you care about continuity in the plot (or find the double pack for GBA, which is what I did) you might want to start there.

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Alien Love Gardener wrote:

You keep using that word. I do not think it means what you think it means.

Au contraire...

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expressive of affected, unwarranted, or exaggerated importance, worth, or stature

... it is exactly what I meant.

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I'm mostly with shihonage. I finally had to just stop playing the HL2 games because the shooting was boring and the physics puzzles painful.

Bioshock suffered from too many fetch quests, esp. in its second half.

The Halo series can certainly be criticized for something like this too, but I like the combat there too much to care. I think that's mostly about me.

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psu_13 wrote:
I'm mostly with shihonage. I finally had to just stop playing the HL2 games because the shooting was boring and the physics puzzles painful.

Bioshock suffered from too many fetch quests, esp. in its second half.

The Halo series can certainly be criticized for something like this too, but I like the combat there too much to care. I think that's mostly about me.


You find the shooting in HL2 boring, but love the shooting in Halo?

o_O

My brain asplodes...

Anyway, the Halo series' approach to backtracking would probably have been a better example of a bad way to do it, but I didn't think of it.

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For me there is just something soulless about the enemies in HL2. For lack of a better term, they have no rhythm. They run in straight lines. They don't dance around or make you move. You just jump out and pump them. Like I said, I think this is a matter of my own perception. I connect with the Halo style of combat more than HL2. YMMV.

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I can see not liking the enemies in Half Life. They've got really polished, old-school AI.

Halo's backtracking jumps all over the place. Halo 1's backtracking is divine, a topological thesis on combat design. Halo 2 replaced backtracking with godawful elevator rides. Halo 3's backtracking was crap on a crap cracker.

Metroid's a special case. I don't mind backtracking in the 2D games, because the act of traversing terrain in 2D is inherently entertaining. It's the 3D backtracking that's a chore. The third dimension heightens the sense of exploration the first time you enter a new area, but the tank-like controls kill any fun the second time through that area.

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shihonage wrote:
Alien Love Gardener wrote:

You keep using that word. I do not think it means what you think it means.

Au contraire...

Quote:

expressive of affected, unwarranted, or exaggerated importance, worth, or stature

... it is exactly what I meant.


...but you're using it to criticize using old-school game design. Admittedly, the use of pretentious as a pejorative tends to raise my hackles in general, and this might be leading me astray, but shouldn't trying to be *more* than the average whatever be a key part as well? I don't get how utterly commonplace devices can be pretentious, especially when used the way everyone else does. It's not a synonym for overrated or lazy, it's inappropriate language use and I will not stand for it!

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Alien Love Gardener wrote:

...but you're using it to criticize using old-school game design. Admittedly, the use of pretentious as a pejorative tends to raise my hackles in general, and this might be leading me astray, but shouldn't trying to be *more* than the average whatever be a key part as well? I don't get how utterly commonplace devices can be pretentious, especially when used the way everyone else does. It's not a synonym for overrated or lazy, it's inappropriate language use and I will not stand for it!

The pretentiousness has nothing to do with something being, or not being, commonplace. Just because something has been a widely accepted crutch in game design for the past 20 years, doesn't mean that it is magically cured of its less than attractive attributes.

Most FPS puzzles I see are a manifestation of pretentiousness of the game designers, who believe that the game would "stimulate the player's brain less" if the puzzles were not there. In fact, these puzzles don't stimulate one's thinking at all. They require rote memorization, looking at tedious maps, blind luck, and trying to outguess the ego of their creators. There's no satisfaction to solving someone's "flood the tunnel and float" puzzle because it is painfully obvious that it is just an artificial, awkward crutch that is there because it supposedly makes the game "smarter" somehow.

So yeah... I wish they'd drop the pretense of being a thinking man's game, because their means of doing that are woefully poor. Just give me a juicy, fun, imaginative FPS. Those weight balancing catapults, timed key hunts, and exploration of pretentiously convoluted maps can go frak themselves.

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I wouldn't really call Eternal Darkness's method backtracking. To me, backtracking requires the player to make the decision to turn around and come back the way they came. Revisiting levels is a different beast. It was done well in Max Payne 2. Three of the levels took place in the same location, but each one gave you a totally different perspective on it.

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shihonage wrote:
The pretentiousness has nothing to do with something being, or not being, commonplace. Just because something has been a widely accepted crutch in game design for the past 20 years, doesn't mean that it is magically cured of its less than attractive attributes.

Most FPS puzzles I see are a manifestation of pretentiousness of the game designers, who believe that the game would "stimulate the player's brain less" if the puzzles were not there. In fact, these puzzles don't stimulate one's thinking at all. They require rote memorization, looking at tedious maps, blind luck, and trying to outguess the ego of their creators. There's no satisfaction to solving someone's "flood the tunnel and float" puzzle because it is painfully obvious that it is just an artificial, awkward crutch that is there because it supposedly makes the game "smarter" somehow.

So yeah... I wish they'd drop the pretense of being a thinking man's game, because their means of doing that are woefully poor. Just give me a juicy, fun, imaginative FPS. Those weight balancing catapults, timed key hunts, and exploration of pretentiously convoluted maps can go frak themselves.


Ah, I see what you're saying now. And happily you're not using it wrong at all! Whee!

I think you're making some pretty strange assumptions about the intent of the designers, however. I don't think a lot of people are under the illusion that those devices to make the game "smarter", they use keycards and puzzles and switches because they're an easy means of pacing the action and controlling the route the player takes. If you listen to the commentary tracks for the Half-Life 2 episodes, they talk about the extensive testing they do to balance the action and puzzling portions in order to avoid player fatigue and keep them in the game, for instance.

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The most recent game I played w/ backtracking was STALKER and I think they implemented it very well. Many of really severe backtracks were optional, i.e., if the fetch quest you accepted required you to go back and you didn't want to, there was little penalty for choosing to to complete it. Other times the backtracking felt like a natural part of a persistent world. Rival factions might gain or lose territory, so for example, you didn't know if you were going to run into Mercs or Duty when you made a run to the warehouses. Another design element that enhanced the backtracking experience was several families of incompatible ammunition combined w/ guns that quickly wore out. If I need AK47 rounds, but I'm in a NATO weapon area, I need to lug my cache forward to my current area. This would happen a lot w/ the better sniper rounds, unless I decided to use the same weapons as my current enemies I would have to plan my backtracking route to stock up on right kind of bullets. This gave the game a feeling very much like System Shock 2, where ammunition management was a huge key to survival and really added an element of immersion into the post-apocalypse game world. Limited inventory + need to plan for several ammunition types = strategic planning and management of resources.

I guess backtracking works like a lot of other game elements, as long as there is a reason for it that advances the plot and is commensurable with the rules of the game, then it makes sense to ask the player to do it. When it feels like it is a tacked on solution to a limitation of the engine or platform, then it takes the player out of the game and is annoying.

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I'm going through DMC4, now, and I was reminded of this post. DMC4 is fun, but it is a perfect example of how NOT to do backtracking. Bleah. They're lucky they're so good at designing combat systems.

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Morrolan wrote:
You find the shooting in HL2 boring, but love the shooting in Halo?

o_O

My brain asplodes...

Put me down the in the same camp as psu_13. I found HL2 tedious and quit less than half way through. The Halo games, on the other hand, were a blast. Personal preference, I guess.

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I love Half-Life 2 and don't care much for the Halo series. However, I do like Halo 3 and probably had more fun with it's basic shooty bang bang stuff than when fighting the Combine in HL2. But much of HL2 also involves fighting other stuff in interesting ways. Of particular note, the final battle in Episode 2. Anyone who got to that and didn't like it just hates video games in general. There's no other explanation.

I agree with 0kelvin, whatever it was he said.

I think a good rule of thumb is backtracking sucks when you're doing the exact same thing as before, and is fine when you're doing something somewhat new or different. Metroid Prime 2 was fun when going all over the place with new abilities to reach new places to do new things, but then when it turned into, "NOW GO EVERYWHERE TO FIND MAGIC KEY!" it started to suck a bag of lamps because you were sent really, really, really far in every possible direction, but there was nothing new to do along the way. You get somewhere you've been before and now there's a door that will open. On the other side, the key. Nothing else.

Yet much of the entire series is pretty much that, except that for the majority you're going across a short distance with a cool new weapon or ability in order to access an area you've never seen before that will provide you with all new challenges.

It was interesting to see such a relatively minor difference cause such a dramatic shift in fun within the same game.

I like physics puzzles. Especially the one in Episode 2 where you have to put the grenade under the big metal flap to throw yourself to the walkway above. Took me a bit to figure that one out.

I also like Portal. Some of those are physics puzzles.

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Interesting. Though i'm a bit confused with the RPG argument:

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As the player character becomes more powerful, most games would scale the difficulty of all encounters accordingly, inexplicably populating the previously slime-infested fields with greater fiends, and enormous tiger-eagle-shark things that make even the hardened adventurer wilt. Throwing out this tradition, however, Dragon Quest VIII holds to a uniform level of difficulty for each area of the game.

It's my experience that most RPGs (including MMORPGs) have set level areas and it's actually the minority of RPGs that have adaptable enemy levels. As far as i'm aware FF8 is the only Final Fantasy game to scale enemies. Baldur's Gate series, Neverwinter Nights, (any isometric D&D game) also does not scale enemies. Oblivion scaled enemy levels but Morrowind didn't (not sure about the earlier games) etc etc etc...

Have we just been playing a vastly different selection of games?

Oh yeah, i have to say that i liked Halo 1's revisiting of areas. Metroid's was fine as well - though it was sometimes tough working out what had to be done to access the next level of content - i found the sudden difficulty jumps for certain bosses much more annoying!

One game i haven't seen mentioned with respect to backtracking is PoP: Warrior Within - something i grew to like about the game.

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