MAPPING STANDARDS AND COMMERCIAL GAMES
Posts
I notice that the RPG Community champion 'quality mapping' -- and rightly so.
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?

the fanatics' tower is so boring compared to the rest of the game! way to liven up this soul crushing dungeon of despair and not just recolour zozo
I've never really looked at a commercial RPG game and said, "Oh no, that's bad mapping." It's not until I associated myself with the RPG Maker community that I've seen the sheer obsession there is with making beautiful maps, regardless of gameplay quality. Personally, I don't care if a map if beautiful - as long as it's functional, and gets me from point A to point B, I'm fine with empty spaces. When I see perfectly good maps, in my eyes, in RPG Maker games being torn to shreds for missing unnecessary details or being called "empty", it worries me. I don't concern myself with that mindset. Many 2D RPGs, and even 3D RPGs, have just the bare minimum, and I'm perfectly fine with that.
I think 'mapping' is just another way of saying/compartmentalizing 'making shit look pretty' as far as the environment is concerned. So yeah, with that said, I like pretty shit.
Mapping has a really big impact on the RM community. Squaresoft legendaries probably just saw it as a form of level design where its probably "ok i drew up a layout of all these platforms pleasr call yoshimitsu over here so he can do the actual graphics for them" RM mapping is a little different, there's no real connection between the mapper and the graphics so there can be a lack of simplicity when making the prettiest map possible in the forever. it's possible to get TOO good at mapping to the point where it just bogs down the navigation and the game itself.
post=202612
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?
Yeah. Those ugly planets in Mass Effect were pretty damn ugly. Topology map with some tiny texture plastered all over it. What kind of mapping is that?
That's probably the only game where it bothered me.
That and in Civ2 when I used too many nuclear bombs the game started to use the three tile rule which was strange for the environment :D
I personally like the "enough to make it look decent" mindset. Basically, you do work on the maps, but you don't make it the only thing worked on. Otherwise, there's no gameplay.
post=202612
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?
The world RM developers live in is a vastly different one. When you create an entire level, tileset, structure, etc, you have nothing to base it off of except your own skills. Final Fantasy 6 maps don't look as good to RM users now because they associate them as tools more than a game experience. That's why Crimson (and probably 99% of us) have never looked at a new 2D commercial game and said it looks bad. It's a fresh, new experience. And you can't be the judge of a commercial games 'mapping' when they're the first (and in reality, the only) people to create that experience. If it was impossible to rip and make a game that used resources from Final Fantasy 6, and you erased all images of RM games that used any resource from that game, it would still look just as good as it did when it was first released. RM users basically have somewhat of a tarnished image of the game because of this. Seeing something being used over and over again does this to you.
In a world that is now mostly 3D, you can say that textures and lighting look bad. However, it's a lot harder to say that in a 2D game using tiles. Level design, empty spaces, and what most users here call 'mapping' is a different issue altogether.
I have noticed that commercial RPGs rarely bother with good mapping, but good platformers does so. When it comes to RPGs, it's common that those made with the RPG maker has better mapping than commercial ones. However, when looking at classic platformers like Super Mario World and Super Metroid and comparing them to ROM hacks, the commercial games are vastly superior in mapping.
I had noticed that maps in RPGs were dull even before working with the RPG maker. For example, when "infiltrating" Matilda castle in Suikoden II I was annoyed by moving trough nothing but hallways and identical rooms arranged in the most non-functional fashion.
I think the problem is that terrain in RPGs barely have any function. All it need is to provide enough steps for the heroes to encounter enough enemies and maybe host some chests that are placed a few feet out of the way in dead ends. Platformers have you fight in the terrain and the terrain is often an obstacle by itself, so the designers are forced to give it some thought. RPGs takes you to a separate battle screen to fight and the terrain barely provides any more indept obstacle than the door or rubble that you have to clear by first going to another room and pick up an item or throw a switch.
I had noticed that maps in RPGs were dull even before working with the RPG maker. For example, when "infiltrating" Matilda castle in Suikoden II I was annoyed by moving trough nothing but hallways and identical rooms arranged in the most non-functional fashion.
I think the problem is that terrain in RPGs barely have any function. All it need is to provide enough steps for the heroes to encounter enough enemies and maybe host some chests that are placed a few feet out of the way in dead ends. Platformers have you fight in the terrain and the terrain is often an obstacle by itself, so the designers are forced to give it some thought. RPGs takes you to a separate battle screen to fight and the terrain barely provides any more indept obstacle than the door or rubble that you have to clear by first going to another room and pick up an item or throw a switch.
To boil down what Crystalgate is saying: you don't need solid level design in a game where the action doesn't take place on the level itself.
To boil down what some other people (Darken/Neo) are saying: good commercial games balance functionality with prettiness. RM* devs tend to go to either extreme.
To stir those two broths together: plan out your worlds before executing the prettiness process. If you want people to enjoy spending time in your levels, make them interactive and affect the meat of the game (battles). Chests affect battles, so make getting chests more than walking up to them through a straight corridor. Hero's Realm and Final Fantasy 9 are particularly excellent at this. ("That shopkeep in standing in front of that barrel! There must be something in it, so I'll come back tonight and steal it while he's sleeping." "I'm kupo for kupo nuts!" "I heard that the weaponsmith hid his supplies under a tree while the village was being ransacked." "You received Cancer!" "Amazing Funhouse!")
For more reading on this subject, please read this article by Brickroad.
To boil down what some other people (Darken/Neo) are saying: good commercial games balance functionality with prettiness. RM* devs tend to go to either extreme.
To stir those two broths together: plan out your worlds before executing the prettiness process. If you want people to enjoy spending time in your levels, make them interactive and affect the meat of the game (battles). Chests affect battles, so make getting chests more than walking up to them through a straight corridor. Hero's Realm and Final Fantasy 9 are particularly excellent at this. ("That shopkeep in standing in front of that barrel! There must be something in it, so I'll come back tonight and steal it while he's sleeping." "I'm kupo for kupo nuts!" "I heard that the weaponsmith hid his supplies under a tree while the village was being ransacked." "You received Cancer!" "Amazing Funhouse!")
For more reading on this subject, please read this article by Brickroad.
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
I don't consciously think about such things when I'm playing a game, whether it's 2D or 3D, and whether it's commercial or amateur. The only time I intentionally look at the maps for quality is if I'm reviewing the game.
However, bad graphics are bad graphics. They make the game less interesting, the areas harder to navigate, and your experience less memorable. Even in 1995 when I played FF4 as an eleven year old kid, I knew that the magnetic cave was boring to walk through, the hidden passages throughout the game were bullshit, and the passage to the land of summoned monsters was too weird looking for anyone to be able to tell what it was supposed to be. And then a year later when I played FF6, the environments weren't what stood out to me, but they're probably a big reason for why the game stood out to me. Not only could I tell what things were, but the game felt so alive. I loved the setting in FF6, and I wouldn't have if its setting didn't feel so detailed in comparison to other games at the time.
In World of Warcraft, the first time I traveled through the Barrens, my thoughts were "Wow, this takes forever. The 'Barrens' is right. This is so boring and flat and huge. Couldn't this have been condensed so it doesn't take ten minutes to run across? There's nothing here. Ugh, I'm already sick of these damn quillboars after only one quest." The first time I traveled through Hellfire Peninsula, my thoughts were "Oh, this bombing quest is sweet. Oh nice, the next NPC is right below me. Wait, the Alliance built a castle here already? Oh my god, that robot is HUGE. Oh, Hellfire Ramparts is an instance? Oh shit, there are red orcs still alive. I thought they were all dead."
You'll note that when the maps are bad, I notice them, at least to the extent that I get fed up with them. When they're good, they don't draw attention to themselves, they draw attention to the world. Is that different? I feel like that's meaningfully different. And they also help lead me through the gameplay, which makes the game flow better.
However, bad graphics are bad graphics. They make the game less interesting, the areas harder to navigate, and your experience less memorable. Even in 1995 when I played FF4 as an eleven year old kid, I knew that the magnetic cave was boring to walk through, the hidden passages throughout the game were bullshit, and the passage to the land of summoned monsters was too weird looking for anyone to be able to tell what it was supposed to be. And then a year later when I played FF6, the environments weren't what stood out to me, but they're probably a big reason for why the game stood out to me. Not only could I tell what things were, but the game felt so alive. I loved the setting in FF6, and I wouldn't have if its setting didn't feel so detailed in comparison to other games at the time.
In World of Warcraft, the first time I traveled through the Barrens, my thoughts were "Wow, this takes forever. The 'Barrens' is right. This is so boring and flat and huge. Couldn't this have been condensed so it doesn't take ten minutes to run across? There's nothing here. Ugh, I'm already sick of these damn quillboars after only one quest." The first time I traveled through Hellfire Peninsula, my thoughts were "Oh, this bombing quest is sweet. Oh nice, the next NPC is right below me. Wait, the Alliance built a castle here already? Oh my god, that robot is HUGE. Oh, Hellfire Ramparts is an instance? Oh shit, there are red orcs still alive. I thought they were all dead."
You'll note that when the maps are bad, I notice them, at least to the extent that I get fed up with them. When they're good, they don't draw attention to themselves, they draw attention to the world. Is that different? I feel like that's meaningfully different. And they also help lead me through the gameplay, which makes the game flow better.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Oddly enough, I can't even consider commercial game's environments as "maps" or "mapping" as all I see it as is a game. With commercial games, especially older ones, there's no real need to go "The mapping here is terrible compared to *other location*." as nothing will benefit from it. If you aren't focused on keeping your ass alive while trying to reach the dungeon boss, why are you playing the game? To nitpick every last detail to death?
I'm not sure at what point mapping in RM* goes from beautiful and maneuverable to cloud of flowers, cliffs, and no way out, but as long as it isn't terrible (no snake dungeons please) and shows that the game creator gave even the slightest bit of care to each map, then that should be acceptable.
I'm not sure at what point mapping in RM* goes from beautiful and maneuverable to cloud of flowers, cliffs, and no way out, but as long as it isn't terrible (no snake dungeons please) and shows that the game creator gave even the slightest bit of care to each map, then that should be acceptable.
I would say when the mapping is seamless with the presentation of the rest of the game, and that you interact with it not in its own right but in an unconcious acceptance of the whole game, then it has acheived its best purpose.
That Pokemon map is pretty much all you need - flawlessly efficient without being boring. It has enough nice little touches (the signs) to make it vaguely interesting. There are also two or three NPCs that you can talk to as well, which are an integral part of the map.
(Side note: What the heck are those little fence/ice-block/cylinder things surrounding the town? I don't think anyone making an RM game would get away with that unharassed.)
As far as Locke was talking about WoW, the Barrens was supposed to feel barren, obviously. It was big, it was sparse, and it was dead (besides a few towns and oasises). As an MMORPG, WoW can impress its players with more realism and atmosphere than other genres. Unfortunately, the problem lies in that deserts are for the most part very boring. They probably should've kept the Barrens until level 40 so you could at least have your mount. Then it could feel big without making the player actually walk through all of it.
(I always thought the Barrens was cool until I played the Alliance or Blood Elf starting areas. Damn, they are so well done.)
(Side note: What the heck are those little fence/ice-block/cylinder things surrounding the town? I don't think anyone making an RM game would get away with that unharassed.)
As far as Locke was talking about WoW, the Barrens was supposed to feel barren, obviously. It was big, it was sparse, and it was dead (besides a few towns and oasises). As an MMORPG, WoW can impress its players with more realism and atmosphere than other genres. Unfortunately, the problem lies in that deserts are for the most part very boring. They probably should've kept the Barrens until level 40 so you could at least have your mount. Then it could feel big without making the player actually walk through all of it.
(I always thought the Barrens was cool until I played the Alliance or Blood Elf starting areas. Damn, they are so well done.)
I don't think there is anything wrong with mapping in commercial games. In most early games (Say, for instance, FF4 and earlier) the graphics available were pretty basic and they didn't have a lot in the way of resources to devote just to making maps look pretty. You had walls, a door, a tree, and you moved on. These standards of "no empty space" or "The Three-tile rule" were invented by these communities and do not exist in the industry itself. Later games like FF6 could devote a little more attention to detail, though, so you end up with the steam-powered Narshe filled with boilers and clouds of steam, or the cyberpunk dystopia Vector that was all steel and darkness. These maps are entirely functional and probably surpass most RM games in terms of their overall aesthetics. The graphics were made with these areas in mind rather than forced second-hand into a game by someone who thought a steam engine would look cool.
I think people in these communities put too much stock into mapping. and it's easy to see why. There are hundreds of games on these sites and most people need to find someway to stand out. A screenshot of phenomenally pretty mapping will draw more attention than a game made in the RTP. In the end, it is marketing strategy that many people have been forced to adhere to, otherwise their game is likely to be ignored.
I think people in these communities put too much stock into mapping. and it's easy to see why. There are hundreds of games on these sites and most people need to find someway to stand out. A screenshot of phenomenally pretty mapping will draw more attention than a game made in the RTP. In the end, it is marketing strategy that many people have been forced to adhere to, otherwise their game is likely to be ignored.
The classic "appearance or functionality" argument. Well, to be honest: I think it's silly to try to shove things down peoples throat. The whole "if the game doesn't look good, it sucks" is rather unfair; considering there are a few people (like myself), who don't care about the maps all that much. There are other things that are way more important, but I see the quality of the mapping as being a "choice" of where the creator chooses to spend their time to "pretty" things. Therefore, since it's a stylistic choice, it isn't really a requirement for a good game.
Yet, I would never tell someone "Hey, you've put way too much time into the maps, everything else blows", nor would I think that to be a fair assessment. I do personally think that functionality is much more important. In fact, I would even go so far as to say that: most AVERAGE (ie: ones not associated with the game making community) players fly through maps not really caring about how it looks-- so all of that hard work tends to be wasted. Of course, if a creator wants to take the time to craft really interesting maps: it's not a bad thing, but there should be something a LOT more to it.
In conclusion: I believe that's why games like Final Fantasy and Pokemon are so "open" and don't follow the same standards. It's because they're made for the average players, not for someone who's going to dissect everything to death.
Edit: Yes, I agree with Solitayre, it makes the game stand out more in the communities.
Yet, I would never tell someone "Hey, you've put way too much time into the maps, everything else blows", nor would I think that to be a fair assessment. I do personally think that functionality is much more important. In fact, I would even go so far as to say that: most AVERAGE (ie: ones not associated with the game making community) players fly through maps not really caring about how it looks-- so all of that hard work tends to be wasted. Of course, if a creator wants to take the time to craft really interesting maps: it's not a bad thing, but there should be something a LOT more to it.
In conclusion: I believe that's why games like Final Fantasy and Pokemon are so "open" and don't follow the same standards. It's because they're made for the average players, not for someone who's going to dissect everything to death.
Edit: Yes, I agree with Solitayre, it makes the game stand out more in the communities.
post=202670
The tube things were the "game boundary, you can't go further" generic objects in Gen I.
Oh, I know. Link's Awakening (and tons of Gameboy or SNES era games use those kind of fences) but its one of those things your brain completely passes over unless something or someone points it out to you, or you're looking for it (like while playing an RM game.)
post=202671
I think people in these communities put too much stock into mapping. and it's easy to see why. There are hundreds of games on these sites and most people need to find someway to stand out. A screenshot of phenomenally pretty mapping will draw more attention than a game made in the RTP. In the end, it is marketing strategy that many people have been forced to adhere to, otherwise their game is likely to be ignored.
It is pretty lame, but it's the nature of the beast when all you can show off is screenshots. Still, I wouldn't care if a game used the RTP if it had a great story, great gameplay, or both. As long as the graphics don't hurt my eyes, I don't care. I appreciate custom graphics, but the production time for them is staggering and often detracts or kills the game itself.

























