​I’ve been working on a game idea for some time now, and there’s something I keep going back and forth on: how to make exploration in the game feel more engaging for players. The game has a lot of open areas, and while it’s fun to explore, I feel like players might sometimes feel lost or aimless. I’ve played a bunch of games where the exploration feels exciting, and I think one element that could really help is adding some form of interactive system to guide the player while still maintaining that sense of adventure and discovery.


​A “pin map” is essentially a system where players can actively mark significant locations on their in-game map. Unlike traditional maps that reveal everything in advance, a pin map is dynamic and user-driven. It allows players to pinpoint exact locations on a map based on their own discoveries, such as hidden treasures, difficult enemies, or interesting landmarks. This approach gives the player more control and personalization over their navigation experience. Rather than passively following a predetermined path, they can create their own journey, marking areas they deem important, and returning to them at their convenience. It’s a flexible tool that adds depth to exploration by encouraging active participation in the game’s world.


To give you a bit of context, the game’s world is vast and filled with different types of locations—some more essential to the story, while others are optional or hidden. I don’t want players to simply follow a set path but instead discover things at their own pace. However, I also want to avoid situations where they get frustrated because they forget where something is or spend too long wandering without any direction.


The idea I’m toying with is inspired by other games I’ve played that use a “pin map” concept to great effect. Players could place pins on the map wherever they find something noteworthy—a cool landmark, a challenging enemy, or a puzzle they can’t quite solve yet. By doing this, they can create a custom map that reflects their own priorities and discoveries. It also serves as a reminder for them to come back to certain areas if needed, making it easier to navigate large spaces. While this tool is primarily meant for personal use, it could also allow for some form of sharing or hints between players—although that’s secondary to the main goal of enhancing the player’s own experience.


What I like about the pin map idea is that it’s not intrusive. It wouldn’t bombard the player with icons or objectives they need to follow. Instead, they could decide for themselves how they want to use it. Maybe someone just wants to mark where all the toughest enemies are so they can come back when they’re stronger, or maybe another player wants to use it to track all the hidden treasures they’ve found but haven’t figured out how to unlock. Either way, it feels like a tool that empowers the player without making the game feel too structured or limiting.


One issue I can foresee, though, is balancing how much information the game gives versus how much the player needs to figure out themselves. I want to ensure that players feel a sense of discovery, but at the same time, I don't want them to feel too lost or overwhelmed, especially in the early stages. Maybe there could be different types of pins that serve different purposes, but again, it would be up to the player to use them how they want.


I’m curious if anyone here has encountered similar ideas in other games or if you’ve used tools like this in your own designs. How do you think a pin map could work in a game where exploration is key but guidance is minimal? Do you have any ideas on how I could make this system feel natural to the player without it becoming another layer of complexity?

Thanks for any thoughts or suggestions! I’m really open to hearing different perspectives on this, especially if there’s something I might be overlooking in how players might engage with such a tool.