HOW DO YOU LIKE YOUR WORLD MAP?
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Now as you know, there are quite a few ways to make your world map when constructing a game. You could make a giant and epic world, full scale, that loops and everything. You could seperate the regions down and get a little more personal with the culture and geography. Or you could do away with it entirely, replacing it with a screen of the map that you can use to warp around, or make passages and trails that connect the cities. Who knows, there may be more that I don't know of.
I personally use the region way myself. I love detailing the world, and getting into seperate geography, weather, etc. It makes the world seem large and much closer to the size an actual planet would be, much closer to the level of detail and actual planet would have.
So, how do you like your world maps? Furthermore, how do you go about filling them in? Do you prefer landlocked, with giant continents, or a lot of water? Do you just have the story situated areas and nothing else, or do you stog your map with optional zones?
I personally use the region way myself. I love detailing the world, and getting into seperate geography, weather, etc. It makes the world seem large and much closer to the size an actual planet would be, much closer to the level of detail and actual planet would have.
So, how do you like your world maps? Furthermore, how do you go about filling them in? Do you prefer landlocked, with giant continents, or a lot of water? Do you just have the story situated areas and nothing else, or do you stog your map with optional zones?
I'm big on geography, fictional and otherwise.
I have noticed that I become enraptured with games that never really show you the full world. Breath of Fire 3, Legend of Dragoon, Final Fantasy 12, Suikoden series, Saga Frontier 2, FFX (to a degree) etc. There is a charm in the player have to find out 'what's out there', as opposed to there 'HERE YOU GO HERE'S EVERYTHING' world map treatment that the FF's from 1-9 gives you. It makes the world feel really small and it's probably the reason why many people think RPGs have 7-8 towns in their entire worlds.
Even in those games in which you get to eventually TRAVEL the full world (Saga Frontier 2, for instance, while you see the full world map at the first 5 minutes of the game, by the end of the game you have hardly explored 'most' of it), there is a certain charm in not letting you see everything there is to see right off the bat. If I may Lennon, I would like to use your screen that you showed us before as an example of 'Region by Region' (hey its free publicity)
http://rpgmaker.net/media/content/users/3235/locker/worldmap.png
That's why I like the region by region thing, every region gets its own special attention and treatment, and a lot of attention can be paid to those individual areas. That's how my game is doing it, and yeah, a little into the game you get a world map item that calls up a picture of the games world(because the shape of the world isn't a mystery to the inhabitants in it), but the actual world map traveling will be region by region.
I have noticed that I become enraptured with games that never really show you the full world. Breath of Fire 3, Legend of Dragoon, Final Fantasy 12, Suikoden series, Saga Frontier 2, FFX (to a degree) etc. There is a charm in the player have to find out 'what's out there', as opposed to there 'HERE YOU GO HERE'S EVERYTHING' world map treatment that the FF's from 1-9 gives you. It makes the world feel really small and it's probably the reason why many people think RPGs have 7-8 towns in their entire worlds.
Even in those games in which you get to eventually TRAVEL the full world (Saga Frontier 2, for instance, while you see the full world map at the first 5 minutes of the game, by the end of the game you have hardly explored 'most' of it), there is a certain charm in not letting you see everything there is to see right off the bat. If I may Lennon, I would like to use your screen that you showed us before as an example of 'Region by Region' (hey its free publicity)
http://rpgmaker.net/media/content/users/3235/locker/worldmap.png
That's why I like the region by region thing, every region gets its own special attention and treatment, and a lot of attention can be paid to those individual areas. That's how my game is doing it, and yeah, a little into the game you get a world map item that calls up a picture of the games world(because the shape of the world isn't a mystery to the inhabitants in it), but the actual world map traveling will be region by region.
I personally like them expansive, detailed, and with lots of little hidden side areas to find and explore. But I love exploration-based games.
Haha, you all ain't going to like what I think of doing in a world map:
http://rpgmaker.net/media/content/games/1371/screenshots/wbscreen3.png
I thought SMB3 had it right.
http://rpgmaker.net/media/content/games/1371/screenshots/wbscreen3.png
I thought SMB3 had it right.
post=93523
Haha, you all ain't going to like what I think of doing in a world map:
http://rpgmaker.net/media/content/games/1371/screenshots/wbscreen3.png
I thought SMB3 had it right.
Actually I think that looks cool as shit, dude.
I'm with Solitayre on the expansive territory with hidden side areas. I really liked the way Elder Scrolls just gives you a world with basically no instructions on how to interact with it. When a world's that big, there's not really a "HERE YOU GO HERE'S EVERYTHING" factor because there's just SO MUCH. If you actually explored everything, you'd probably feel like you'd been around the entire world.
Of course, this doesn't work for any RM game I've ever seen, just because of the sheer content required.
Of course, this doesn't work for any RM game I've ever seen, just because of the sheer content required.
post=93534
I'm with Solitayre on the expansive territory with hidden side areas. I really liked the way Elder Scrolls just gives you a world with basically no instructions on how to interact with it. When a world's that big, there's not really a "HERE YOU GO HERE'S EVERYTHING" factor because there's just SO MUCH. If you actually explored everything, you'd probably feel like you'd been around the entire world.
Very true! Even then though, every Elder Scrolls game only gives you a fraction of the world to explore, and even now, not even the whole continent has been played, and the rest of the world is often referenced, but has yet to be seen.
There's something to be said for RPGs that don't have overworld maps (Earthbound) or games where the action takes place on a number of different worlds (SaGa Frontier). It's a nice break from the ordinary, and forces the game to give more detail to individual regions and towns.
post=93547
There's something to be said for RPGs that don't have overworld maps (Earthbound) or games where the action takes place on a number of different worlds (SaGa Frontier). It's a nice break from the ordinary, and forces the game to give more detail to individual regions and towns.
I agree. In Earthbound you really felt like you were making progress and traversing a large area. When you can just go to the worldmap and walk/ride/fly to anywhere on the planet in a matter of seconds, the sense of scale gets kind of diminished.

this is an old version though. it's sort of like the SMB3 one.
I also like the Earthbound no world map style, and regions is alright.
I really enjoy giant worlds where you can explore every hidey hole and find tons of little secrets. I'm planning on adding LOTS of these to mine. I also plan to have seperate regions with various cultures and geography and such, as well as a small uninhabited continent chock full of secrets and kick-ass monsters.
I like big, explorable worldmaps (w. scrolling allowing for player exploration by air for example), however it would entirely depend on what kind of game we're talking here. In one of the two games I'm trying to make, I''m having a non-scrollable map of... well, the region which is basically a a handful of kingdoms and their border areas simply because the game is set in this specific region and there's really no point in having an extended world for it (see Lord of the Rings heh). There's still a few "optionals" or secrets to be explored but travelling is limited within the specific region
i prefer using it by regions as the world map would look funny in my game if i made it a whole map. as in, FUNNY.
it all depends on the type of game you want to have
my current project does not have a worldmap at all: it has a large map that serves as a sort of centrel hub, where all the game's areas can be directly accessed from (its pretty similar in style to Peach's Castle in Mario 64)
the new one I'm planning will use a worldmap that's just be one large country on its own continent
the type of worldmap you use will have a large impact on a game's sense of scale and style, so its worth thinking about what method will suit your game best
my current project does not have a worldmap at all: it has a large map that serves as a sort of centrel hub, where all the game's areas can be directly accessed from (its pretty similar in style to Peach's Castle in Mario 64)
the new one I'm planning will use a worldmap that's just be one large country on its own continent
the type of worldmap you use will have a large impact on a game's sense of scale and style, so its worth thinking about what method will suit your game best
expansive and realistic. Geometrical shapes like perfect circles, squares and rectangles don't belong on world maps.
On being spherical and spinable, I wish Enterbrain put MODE7 style graphics in RPG Maker 2000 and 2003 so you could get your world map like that. The old SNES RPG Maker did it.




















