
The level’s exit itself is rarely presented as a dead end. The best bonus paths also avoid putting the player in a dead end. You are encouraged to find everything through gameplay rules (the completion rate is displayed in the menu and the progression is locked until you’ve found a certain amount of collectibles), but the levels are made so you want to explore them. That level design makes sure the player is not lost with a clear path to the exit, but gives many opportunities to explore more. The first goal, finding the exit, is achieved at the end of the critical path, but the game encourages you to explore to reach the real goal of 100% completion.
#SPYRO THE DRAGON LANDSCAPE FULL#
What those levels have in common is a basic part to teach new mechanics / enemies, a more open part with an obvious critical path plus some bonus areas to explore, and finally a full bonus part that is either hard to access or accessible only after the critical path is done. I’m only taking as references the levels that manage to create that exploration feeling while still guiding the player. What I’m highlighting here is not true for all of Spyro’s levels.

The most important one is the tower in the center of the right area, from which you can glide and get access to what appeared to be inaccessible landscape (jump Even more than with the previous example, you are given a higher point of view and freer access to the level.

There are multiple rooms to explore but most are dead-ends, which is not what I’m interested in here. This level embraces the open areas it provides (the first enclosed area, the second one on the right of the map, and the whole upper part), and the critical path is very short.
