In this paper we present the design and evaluation of a first-person walker digital game called WORLD4. Walkers are a sub-genre of 3D games that typically include minimal player interaction, slow paced game play, and ambiguous goals. Walking is the primary means of interaction in walker games, rather than prioritize 'skill-based' mechanics. However, the design of these game environments is not well understood and challenges many accepted game design conventions. We have designed WORLD4, a multi-dimensional first-person exploration game, to explore how ambiguity might support exploratory game play experiences in virtual environments. 14 participants playtest WORLD4 and analysis of the data identified three descriptive themes specific to the walker game player experience: 1) designing partial inscrutability; 2) shifting meaning; and 3) facilitating subversion of expectations. We use these themes to describe a set of prescriptive design strategies that may assist designers in designing for ambiguity in exploratory game environments.