ATMOSPHERIC WORLD MAPS

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Something has bugged me for a while, and this is world maps and how underused they are to convey things other than OMYGAWDBATTLAS. So, I would like to inquire you a question: How atmospheric is your world map? How much does it actually tell about the world, story & setting of your game? Or... How much does it serve for mindless walking and grinding? Or better yet, what makes a world map nice? Cite games, RM or not, that have world maps that you think that convey a very strong and precise feeling, and give us your thoughts about how you use, and would improve, this place that we all come to know as the world map.

Also, for my example of a good world map, I'll give you the well known case of Chrono Trigger, wich, maybe because it has so many different settings, has a very nice assortment of many different world maps, all with their unique atmospheres, wich all come together as a whole.

To exemplify this, compare this:

600AD
1000AD - 2
2300AD
300000BC

There are more! All very different from eachother and all very strong in therms of atmosphere. (Except, maybe, for the last one, but well, it did fit the setting perfectly well!)


PS: I'm new to posting stuff and my english sucks pretty bad. I'm sorry if I'm not coherent enough.
PS2, this:

(also, for CT music junkies, check this nice remix)
While looking at my world map in game to get some thoughts for this, I actually had the sound engine glitch and remove one of the tracks from the MIDI I'm using - and the new sound turns out far better, so now I'm considering editing the file to remove that track all together. It gives the map a slightly more atmospheric feeling. Thanks. ;)

It's hard to compete with the Chrono Trigger world maps - the sound and graphic designs on them were amazing for conveying the sense of that particular era. There's nothing quite like Ruined World (the 2300 AD music) combined with the shattered tileset and whipping 'snow' to really drive home the hopelessness of that future. Corridors of Time gave an exotic and relaxing, almost hopeful futuristic feeling to Zeal. The only music I wasn't thrilled with is the 1000 AD music, because it really doesn't set off that particular era for me - the Medina Village music was much more suiting to the era in general, for me. A bonus these maps also have is that, since there's no random battles there, they can focus on portraying the exact atmosphere of the world as opposed to also serving as an obstacle and players get a chance to actually take in the world without risk of having their attention being drawn to the pressing matter of a random battle.

Sadly, I don't have any new games to present to show against the sheer awesomeness of Chrono Trigger's world maps.

But in terms of making a world map, they need to convey a sense of the world's feeling as much as anything. If the world is grungy, dark, and on the edge, it should portray it - with a fitting tileset, music, and atmospheric setting. If you're running a high fantasy game where the heroes are shiny, and the cities are shiny, then the world map should be bright just like them - once again with a clean looking tileset, some bright chipper music, and probably no need for atmospheric effects like fogs or whatever. The world map should try to drive home the atmosphere of your world as a whole, with all the aspects available being used to their full potential to do so.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Mmm. I like this topic.



Final Fantasy Tactics is a game about medieval politics, about corruption and conspiracy widespread enough to not only cause massive wars but manipulate their outcomes, and about a religion that is also a lie, founded and run by the very creatures it calls demons so that they could hold sway over humans. It's a game about manipulators.

So you don't have the kind of world map found in most games. There's no color, no life - it's very dry, much like the politics and conspiracies. It's an old map, stained, penned in a lost language, because this entire game is a story being told by Alazlam Durai, a historian who finally learned of the massive coverup four hundred years later. The game is a grim medieval fantasy, where the main characters in the game view these cities as dots on a map to be conquered, not as beautiful landscape or as peoples homes. For the same reason, you can't even get into the cities - you just shop for weapons and armor directly from the world map. The cities are only there to fuel the war, and the people within them are treated as data. Your paths are limited by the story, not by where you can physically get to, because even though the main character isn't affiliated with any government, his actions though the gameplay - and the player's motives - mirror this drive for victory over enemy lands, resulting in Ramza conquering the battlefields in his path and turning them into "his" areas before moving forward and doing the same thing in the next zone. The fact that you can freely backtrack shows that your available zones on the map aren't actually linked to your current task - they're linked to what areas you've conquered. People are tools to be used, and their homes are just dots on a map that you can put yellow flags on after you win the battles.
Wow, that's pretty deep, LockeZ. Though honestly I think this is a bit of thinking too hard on the context, I believe they just kinda copied the world map of Tactics Ogre because FFT is based on that (and developed by the same team) and it looks / plays pretty much the same.



So... I don't think they actually envisioned every single of those minimal details... But it might be, who knows.
But even if it isn't the case FFT's world maps do convey everything stated above, wich leads to the curious theme of Fandom Interpretation, but I think I'll leave that for a later topic.

FFTs and CT's maps both made me cringe, especially 2300AD as stated by @Travio.

Also, I don't think Final Fantasy is known for having the most awesome world maps out there, but Final Fantasies V-VII did a particularily amazing job at it. Can't say about FFVIII or FFIX as as far as I played them it was regular fare in therms of world map (never got past lv.15 ish in FFIX)

FFV conveyed great feelings with the different worlds, the tune that played after a certain someone's death, on the world map, was amazing, the second world map theme was amazing and fitting -- the palette / graphical change, the landmasses being retained byt changing, together with that "You're a stranger in an alien, sadstruck world" song, that was all awesome. FFVI did pretty much the same thing with the World of Ruin, except it made it even more obvious, and it happened only once. And although I don't remember any particularily changing events at FFVII's world map, and it is pretty average at best, somehow graphically -- and together with the Main Theme of Final Fantasy VII -- it managed to print Gaea's impressions strongly on us players.
Oh, and if you say FFIV did it too - it attempted to, but I say the designers learnt how to do it in FFV.

But, Final Fantasy is pretty standard fare as we know.
LockeZ's analysis of Final Fantasy Tactics map also holds true for Ogre Battle/Tactics Ogre though - it had the same sort of feeling of a dull medieval world where no one cared anymore. The later Tactics Ogre games start to show that these games are histories as well - they're not being played in the 'present day' of the setting, but by someone looking back (Person of Lordly Caliber really drives this home). Pretty much everything Locke said about the FFT map and world can carry over to the TO map and world.

Of all the Final Fantasy games, I think VI got it the best for a world map (except for perhaps XII, but mostly because it's Ivalice and an extension of the FFT map and style). I didn't really feel the differences between the worlds in V, I'm not sure why, but VI's World of Ruin painted a pretty good picture of a world gone to hell because of Kefka's actions.
/\ THIS what I forgot to add to my last post, sorry.
That though I don't think they were particularily envisioned for FFT, they're likely to have been for Tactics Ogre. Thinking twice it's not likely, it's a fact. Tactics Orge is IMO much darker and dry/political than FFT. (not to say that FFT isn't, but TO manages to be even more.)
And FFV's bright, cheery map colors and world tune being suddenly swapped to those grumpy colors and distraught tunes surely to give a very powerful change to the game's World Map atmosphere. Though story isn't FFV's strongest point, so it's usual for people to play it for the gameplay and not pay attention very much to the story.

Now if I recall, there were some RM games with awesome world maps... But I can't remember...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Whether they did those things on purpose or not is actually kind of irrelevant to whether those things were what made it work.

I'm trying to think of good non-Squaresoft ones. Illusion of Gaia, maybe? Its world map was just... Earth. But it was also 3D, and on the Super Nintendo, so the 3D drove home the point that Holy Shit This Is REAL.



Oh hey, Wild ARMs 3.



All the Wild ARMs games have a sort of pseudo-Western motif. Wild ARMs 3 dials it up to eleven. Every character on your team uses guns, and one of them is an Indian shaman. In fact, all the magic in the game is Indian shamanism. The entire world is composed of rugged Texas badlands, dying frontier villages, and Indian settlements. Yes, the ocean in that screenshot is made entirely out of sand. Yes, that is true for all the oceans worldwide.


Holy shit the world map music is ukelele and sad whistling

You don't get chocobos or dragons as mounts in this game: you get plain old horses to ride on the world map, because (sometimes) this game knows when fantasy is and isn't appropriate to create the mood it wants. And you can get in horseback combat, against roaming banditos or packs of coyotes that run alongside you while you shoot at them, which by the way is amazing. Throughout the wilderness, some poor souls have somehow built train tracks connecting the villages, so you can also take the train. Eventually, when you need to cross the sea - excuse me, the SANDSEA, which was actually a normal ocean until the villains stole all your world's water - you end up riding in a giant rugged badass sand-tank. In case you were expecting that to somehow protect you, nope, you get to fight giant sandtank battles in the ocean - because if there's one thing that's more important to the game than the western theme, it's the guns. ARMs, they're called, and are important enough to name the game after. They're not just normal guns, they're actually rare artifacts used by the most skilled drifters. And so your two non-horse vehicles - the tank and the eventual inevitable airship, which is to my great dismay not a Wright brothers biplane - are actually giant vehicle-sized ARMs.

It also does a weird gameplay thing on the overworld, which several of the other Wild ARMs games also do - locations on the world map aren't visible or enterable until someone tells you about them, and then you search in the right spot. But it does it in a way that the other Wild ARMs games don't: it doesn't unlock these automatically as part of the story. Instead, they're unlocked by moseying down to the saloon and talking to strangers to hear rumors about trouble that's been stirred up recently. That's not a funny euphemism, that's literally exactly what you do. Someone in the saloon in East Highlands Station will tell you that miners who went into the Gemstone Cave to the south have been disappearing, and that'll unlock it on your map. Many of these locations can be unlocked far before they need to be, too, you just can't do much inside them yet. Often different people in different towns can be used to unlock the same zone, and it'll become easier and more obvious how to unlock it when the zone becomes required, so it's not nearly as obnoxious as it sounds, but it adds some excellent flavor to the game, emphasising the fact that your characters are drifters, free of obligations and yearning to spread their wings, yet limited by the rugged, dying world and reliant on the disconnected settlements.

Also there are space demons, but please ignore them, they accidentally got added to the plot by mistake I think.
author=LockeZ
Also there are space demons, but please ignore them, they accidentally got added to the plot by mistake I think.

You have no idea of how much I laughed at this. Yet I'm far too sleepy to digest and respond, tomorrow I edit this post I gueZZZ
author=JosephSeraph




I like the wrinkles in the worldmap, it's a nice touch that I didn't notice playing the game.
For those of us who don't have the skills or engines to make 3D maps or even SNES-level graphics, it is still possible to create gorgeous atmospheric world maps in low res, using simple tiles and a handful of colors.

Take the GameBoy game Gargoyle's Quest for instance.
(Skip to 5:20 for a better look. Don't mind the sound being off-synch)

.

Four colors, 10x9 tile-wide screen, 160x144 pixels.
The art style and music convey feelings of desolation and danger as Firebrand wanders the Ghoul Realm. You feel alone and unsafe just walking around the twisted trees, sharp mountain peaks and wild grassy lands. And I'm not even mentioning the seas of flames. Everything here screams demonic and wicked, yet at the same time, following an inhabitant of the Ghoul Realm, you still manage to feel like you belong in this world.
The world map in this game succeeds admirably at creating a rich atmosphere despite the GameBoy's severe limitations.
author=LockeZ
Illusion of Gaia, maybe? Its world map was just... Earth. But it was also 3D, and on the Super Nintendo, so the 3D drove home the point that Holy Shit This Is REAL.

No it wasn't. Illusion of Gaia used mode 7 transforms native to the console's PPUs, just like F-Zero, FF6, etc, etc. This method of scaling/rotation is still a 2D affair.

Nintendo and Argonaut teamed up to create a series of add-on chips called Super FX and Super FX 2. They were basically programmable CPUs that could be made to do anything from AI to audio to physics, but were used almost exclusively for graphics processing. Most famously it was used for rendering polygons in Star Fox, geometry in Doom, and do fast 2D transforms on data before it's sent to the PPU's sprite layers in Yoshi's Island.

Capcom had its own graphics chip on a few of its cartridges for handling 3D, like Mega Man X2/3 (where it's used like twice, and not even to memorable or impressive effect... waste of money).

Basically, what I'm saying is the SNES is really slow. It can't handle 3D on its native hardware and requires additional chips on the cartridges themselves to be able to that kind of math fast enough for gameplay--chips which Illusion of Gaia did not have.
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