I\'m not to sure about how the skills/experience system is going to work, but I\'m guessing the point is you will be able to gain experience from doing things other than killing. So I\'m trying to think of a way to make exploring one of these things. I\'ve got an idea started now.
First of all, this hinges largely upon how large and, well, \"designed\" the level design will be in the areas of the game. The premise is this though. There would be invisible nodes setup throughout the areas of the world. When a player comes within the radius of this node, it would register it and they would gain experience, although it wouldn\'t give you any direct notice that you did. You could view your stats in whatever from they may be to see if you were gaining anything. Now the point behind exploration is to go places no one else has been. So the nodes would keep track of how many people have been in their region, and the more people that have been there, the less experience it gives, right down to none. In time though, if no people visited a node, and it becomes \"forgotten\" as it is, the experience gained begans to increase. To prevent instant experience grabs when areas are put up, the nodes could be pre-adjusted to a certain level. This would require some very sound level design, both in the actual maps and the placement and sizing of the nodes, but it\'s the best idea I can think of for making exploration an actual activity you can do in the game. So obviously I\'m thinking there will be many places in the game you can\'t simply just walk too, and places that are hidden out of sight, and I don\'t know if any of that will ever happen, but that\'s one thing I think they could add.