WORLD MAP OR NOT?
Posts
Sooz

They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=LockeZ
speaking from a very different perspective, it's also weird as hell when a game has all the maps directly connected to each-other, but then has a desert, a snow area, a forest and a volcano all seemingly within walking distance of each-other
I feel like having a world map can help a setting feel absolutely huge- like, "there is so much unexciting wilderness here that we're just skipping past it, bar a few random encounters to give a sense of what all is living there." Rather like how a road trip movie will only show the cool or interesting bits of the trip, instead of miles of trees/corn/desert full of nothing forever.
If you want a smaller, more "intimate" world, I think an entirely interconnected game map is fine.
I wouldn't reject either option out of hand; it's all about how you want to present your world and what pace you want the story to have.
Lemme ask you this.
If you're not playing a game where the primary draw is exploration, especially an RPGmaker game, when you run low on supplies, do you REALLY want to have to not only find your way out of the dungeon, but also run through a bunch of wide open "road" and forest maps (avoiding patrolling enemies, or getting screwed by random encounters if the game creator is a jerk) to go all the way back to town to heal and resupply, knowing that it's possible you might not make it and get totally screwed?
If so, I'm surprised.
I'm all for immersion, but when I need to back out of a dungeon and resupply, I want to get out, get my stuff, and get back in to continue my attempt on the dungeon with all possible haste.
Like...Let's look at my own game for a second. Would it REALLY add to the experience if after leaving the home castle, you had to run through 3 screens worth of road, split off if you want to go to town, then do the first dungeon, more road, split off to go to the next town, split off to find out that you can't go into the inner province via the border, backtrack down to the next dungeon, then do the dungeon (likely needing to go back and resupply), then more roads, town split, then the last dungeon, then have to go through ALL THOSE ROADS AGAIN to get back home? My guess is no, it would totally kill the entirety of the pacing.
So yeah, I think the world map is fine for some games. Now, if I'm playing an open world game like Skyrim or InFamous or whatever, where the entire point is exploration, then yeah, I'd be upset if it was just dungeons connected to a world map.
BTW, there is a special place in Game designer hell for those who make me do tons of backtracking to resupply and fill the backtracking with random encounters. I mean, yeah, it'd be boring if it was just totally empty maps, but I'd actually prefer that over my survival being decided by the RNG when I'm already retreating to get more stuff to survive.
If you're not playing a game where the primary draw is exploration, especially an RPGmaker game, when you run low on supplies, do you REALLY want to have to not only find your way out of the dungeon, but also run through a bunch of wide open "road" and forest maps (avoiding patrolling enemies, or getting screwed by random encounters if the game creator is a jerk) to go all the way back to town to heal and resupply, knowing that it's possible you might not make it and get totally screwed?
If so, I'm surprised.
I'm all for immersion, but when I need to back out of a dungeon and resupply, I want to get out, get my stuff, and get back in to continue my attempt on the dungeon with all possible haste.
Like...Let's look at my own game for a second. Would it REALLY add to the experience if after leaving the home castle, you had to run through 3 screens worth of road, split off if you want to go to town, then do the first dungeon, more road, split off to go to the next town, split off to find out that you can't go into the inner province via the border, backtrack down to the next dungeon, then do the dungeon (likely needing to go back and resupply), then more roads, town split, then the last dungeon, then have to go through ALL THOSE ROADS AGAIN to get back home? My guess is no, it would totally kill the entirety of the pacing.
So yeah, I think the world map is fine for some games. Now, if I'm playing an open world game like Skyrim or InFamous or whatever, where the entire point is exploration, then yeah, I'd be upset if it was just dungeons connected to a world map.
BTW, there is a special place in Game designer hell for those who make me do tons of backtracking to resupply and fill the backtracking with random encounters. I mean, yeah, it'd be boring if it was just totally empty maps, but I'd actually prefer that over my survival being decided by the RNG when I'm already retreating to get more stuff to survive.