Fralex
Explorer
Thinking about how video games make travel more interesting and encourage you to explore...
Maybe the trick is to not make everything accessible at once. Make there be tantalizing hooks the players just can't access right now, maybe they need to come back after finding a key piece of information in the main dungeon (or a literal key) or will work out that it will only be accessible at a certain point in time. Sprinkle the environment with little mysteries the players aren't meant to figure out right then and there (unless they're really clever). Just like how dungeons have hidden treasures the players may not find, make checking out curious things off the beaten path rewarding in some way (not necessarily magic items or even physical treasure at all, maybe they discover something that gives them hope or warns them things will get really bad, maybe they meet an ally, maybe they find a sanctuary they can hide in later). Give them a reason to remember things about their journey for the way back, or even a reason to come back just out of curiosity.
Maybe the trick is to not make everything accessible at once. Make there be tantalizing hooks the players just can't access right now, maybe they need to come back after finding a key piece of information in the main dungeon (or a literal key) or will work out that it will only be accessible at a certain point in time. Sprinkle the environment with little mysteries the players aren't meant to figure out right then and there (unless they're really clever). Just like how dungeons have hidden treasures the players may not find, make checking out curious things off the beaten path rewarding in some way (not necessarily magic items or even physical treasure at all, maybe they discover something that gives them hope or warns them things will get really bad, maybe they meet an ally, maybe they find a sanctuary they can hide in later). Give them a reason to remember things about their journey for the way back, or even a reason to come back just out of curiosity.