Gaiff
SBI’s Resident Gaslighter
Mainly in open-world games. I think maps are in no small part responsible for ruining the thrill of exploration in games.
The problem isn't the map in and of itself, but the utterly lazy design philosophy that compels the developers to craft bland and uninteresting worlds because they have a map to guide the player. A huge problem is that maps now discourage exploration. When you know where everything is, why would you bother visiting those ruins or that fort? It's widely known that gamers don't do most of the side content, so they just go straight for the objective indicated on the map, which in turns doesn't incentivize them to look around for what they want and this has of course the effect of them not discovering things on their own. It creates this sort of feedback loop where drab worlds need a map and maps lead to the creation of more drab worlds.
The most fun part of an open world is supposed to be, you know, the world, but this is almost never the case. I just tried the Visions of Mana demo and actually got angry when I could press a button and get a nice waypoint telling me where to go next. No, fuck off. Let me discover. Put landmarks, lead the player off the beaten paths, place points of interests that catch the eye and compel them to go look for what's out there.
I'd rather have a world so well crafted that the player can find their way not with a map but with landmarks and the environment (like we do in real life when we're familiar with an area). Instead, all we got are shitty bland worlds paired with maps full of icons. Hell, I'd love to see an open world game without a map to see how the dev tackles the challenge of guiding the player with just their eyes and ears.
It's not the first time nor the last that we're discussing the topic, but Visions of Mana angered me so I felt like complaining to GAF.
The problem isn't the map in and of itself, but the utterly lazy design philosophy that compels the developers to craft bland and uninteresting worlds because they have a map to guide the player. A huge problem is that maps now discourage exploration. When you know where everything is, why would you bother visiting those ruins or that fort? It's widely known that gamers don't do most of the side content, so they just go straight for the objective indicated on the map, which in turns doesn't incentivize them to look around for what they want and this has of course the effect of them not discovering things on their own. It creates this sort of feedback loop where drab worlds need a map and maps lead to the creation of more drab worlds.
The most fun part of an open world is supposed to be, you know, the world, but this is almost never the case. I just tried the Visions of Mana demo and actually got angry when I could press a button and get a nice waypoint telling me where to go next. No, fuck off. Let me discover. Put landmarks, lead the player off the beaten paths, place points of interests that catch the eye and compel them to go look for what's out there.
I'd rather have a world so well crafted that the player can find their way not with a map but with landmarks and the environment (like we do in real life when we're familiar with an area). Instead, all we got are shitty bland worlds paired with maps full of icons. Hell, I'd love to see an open world game without a map to see how the dev tackles the challenge of guiding the player with just their eyes and ears.
It's not the first time nor the last that we're discussing the topic, but Visions of Mana angered me so I felt like complaining to GAF.