Beyond the Horizon: Why Verticality is the Future of Virtual Exploration

Vertical Video Game Design
 

The Horizontal Fatigue

In the contemporary landscape of AAA design, the "open world" has largely become a synonym for the sprawling horizontal plane. We have reached a point of lateral saturation, where the industry benchmark remains The Legend of Zelda: Breath of the Wild, a masterclass in expansive landmasses, yet one that still prioritizes the X and Y coordinates of its world map. While climbing is a tool in Link's kit, the objective is almost always a distant point on the horizon. For the discerning player, a new frontier is emerging: a niche but vital movement in level design that abandons the safety of the flat earth in favor of true verticality. By shifting our gaze to the Z-axis, developers are uncovering fresh ludo-narrative resonances that a traditional horizon simply cannot accommodate.
 

Verticality is a Descent, Not Just a Climb

While our instinctual association with verticality is the upward struggle, some of the most compelling spatial progression happens when we move toward the planet’s core. Donkey Kong Bananza serves as a modern subversion of the trope, tasking Donkey Kong and Pauline with navigating "Sub-Layers." Here, exploration is a downward dive, a systematic descent that replaces the airy optimism of the summit with a growing sense of subterranean mystery.
 

Critically, this isn't a simple one-way trip. The game’s brilliance lies in the interplay between global descent and local elevation; even as players plunge deeper into the core, they must still scale tall structures and hills within each layer to solve environmental puzzles. This creates a rhythmic tension: you climb to conquer a floor, only to destroy it and drop further into the unknown. This addictive destructibility transforms the very concept of "depth" from a mere stat into a tactile, high-stakes journey.
 

The World as a Living Organism

Vertical design allows for world-building that transcends geography, turning the environment into a biological entity. Xenoblade Chronicles: Definitive Edition offers perhaps the most evocative setting in the medium: the frozen remains of two colossal titans, Bionis and Mechonis.
 

"[Xenoblade Chronicles] has one of the coolest ideas for a setting. Humanity is fighting an all-out war with robots, and each side lives on the backs of one of two titans that stopped moving ages ago."
 

The spatial progression here is intrinsically tied to the titans’ anatomy. Players begin at the organic base of the Bionis, ascending its flesh-and-blood heights before transferring to the metallic, industrial expanse of the Mechonis. This transition from organic to metallic environments isn't just a palette swap; it is a vertical odyssey that forces the player to perceive the world as a three-dimensional organism. It demands an understanding of anatomy as much as topography, creating a sense of scale that makes traditional flat maps feel claustrophobic by comparison.
 

The Mechanical Struggle of the Ascent

When a game commits to the vertical, the kinesthetic feel of movement becomes the primary source of friction. The contrast between Grow Home and Jusant illustrates the spectrum of "climbing-as-gameplay."
 

In Grow Home, the player controls BUD through intentionally "awkward" physics-based mechanics. Every meter gained is a hard-fought victory over gravity, where a single slip triggers a genuine surge of acrophobia. Conversely, DON'T NOD’s Jusant offers a more meditative, tactile experience. By utilizing the triggers to simulate the grip of each hand, Jusant leans into the haptic intentionality of the climb. It is a "safer" experience, designed to mitigate the scream-inducing frustration of a long fall, focusing instead on the breathtaking vistas and the rhythmic, almost ritualistic nature of the ascent. Whether through the mechanical hurdle of BUD or the tactile grace of Jusant, these games prove that when the horizon is removed, the struggle for height becomes its own reward.
 

The Tower as a Narrative and Stylistic Device

The "Tower" is the ultimate architectural shorthand for progress, allowing developers to segment narrative beats into distinct, vertically stacked chapters. This structure is versatile enough to support wildly different tones:
 

  • The Meta-Commentary: The Deadly Tower of Monsters frames its ascent as a B-movie parody. It utilizes "low frames" to mirror the stilted aesthetic of stop-motion animation, accompanied by a director's commentary that breaks the fourth wall, making the vertical climb feel like a curated walk through a cinematic set.
     
  • The Romantic Horror: Pandora’s Tower utilizes "The Thirteen Towers" to drive a visceral, high-stakes narrative. The act of climbing is fueled by a "disgusting" necessity: slaying monsters to feed their hearts to a cursed woman. Here, verticality represents the desperate, upward reach of a tragic romance.
     
  • The Structural Dungeon: In Persona 3 Reload, the massive tower of Tartarus serves as the primary ludic pillar. It is important to note that Tartarus represents structural verticality rather than platforming; there is no physical climbing involved within its halls. Instead, the tower acts as a randomized, narrative ladder where progress is measured in floors and "base levels," turning the Z-axis into a clear metric of the player's psychological and social growth.
     

The High Stakes of the Vertical Roguelike

When verticality is married to the "Soulslike" philosophy, the psychological stakes are amplified. Let It Die and its formidable "Tower of Barbs" utilize the Z-axis to enforce a brutal hierarchy. In a horizontal world, failure often results in a tedious trek across a field. In a vertical roguelike, the "tension of the long-drop" is ever-present.
 

The permadeath factor in Let It Die turns the ascent into a manifestation of the Sunk Cost Fallacy. The higher you climb, the more you have to lose, and the more gear you must scavenge just to survive the next floor. This creates a unique brand of psychological satisfaction upon reaching the summit. In a vertical world, the "top" isn't just a destination—it is the definitive proof of the player’s mastery over a gauntlet that is constantly trying to pull them back to the bottom.
 

Looking Up (and Down)

The evolution of level design is increasingly defined by its willingness to move beyond the safety of the horizontal plane. By embracing the mechanical rigors of the climb, the mystery of the descent, and the biological complexity of vertical worlds, developers are providing a necessary antidote to "horizontal fatigue." These games demand more from our spatial reasoning and offer a more profound sense of accomplishment in return.
 

As we look toward the next generation of virtual exploration, we are faced with a fundamental choice: Do we continue to seek the predictable comfort of the horizon, or are we finally ready to lose ourselves in the dizzying, high-stakes reality of the vertical world?
 

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