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On the Importance of World Maps

Posted by Bob Mackey



One of the major reasons JRPGs lost me a little during the last generation was the stripping away of one of the genre's most defining features: the explorable world map, which was taken out of many games in favor of less resource-intensive travel options. Now, I'm still a little conflicted about this; on one hand, I do like the intuitive menu-based exploration of games like Persona, and I've repeatedly learned (especially this fall with Opoona) that making a player traverse large expanses of land is an excellent way to pointlessly stretch out a game for dozens of hours. On the other hand, including a Super Mario World-ish map in an RPG always felt a little cheap and cop-outey to me; when I saw this choice show up in Final Fantasy X, I assumed that Square had signed some sort of contract with The Devil himself (little did I know they had done this a few months prior with Final Fantasy: The Spirits Within). It seems that the whole world map issue is entirely about fooling players into thinking your game world is more than a bunch of "rooms" stuck together, all while making sure not to bore them with interminable traveling.

It's a tricky balance.

My preferred take on the RPG world map--and one you don't see very often--is when the "outside world" of the game is on the exact same scale as the rest of the areas you explore (towns, caves, towers, etc.). Obviously, if you're trying to make your game world a complete, explorable "planet," which is the choice with 99% of all RPGs, this is quite a tall order. Some of the more successful examples of this school of design are Earthbound, a game that felt much more colossal than the standard, epic, medieval RPGs of its era, and Dragon Quest VIII, which to this day feels like the only fully-realized RPG of the PS2 generation--and the fact that everything in the game is on the same "scale," so to speak, may have something to do with that. In fact, the game sort of brags about its epic scope with an early mission where a character asks you to retrieve something from under a red tree off in the distance; he doesn't tell you how to get there, and the entire trip involves careful exploration with nary a loading screen to be found. Very effective.

So, what's the verdict from the rest of you guys on world maps: an important element of the JRPG, or yet another thing I'm blowing way out of proportion?

Related Links:

Your JRPG Narrative is Bad and You Should Feel Bad

Star Ocean and the HD-JRPG Conundrum
Hey, RPG Hero: Go Home and Be a Family Man


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Comments

Roto13 said:

I don't think world maps could be less important because they're usually really empty. A bunch of trees and mountains and crap with a few towns and castles scattered around here and there. It's basically a whole lot of nothing, and nothing isn't really fun. Final Fantasy XII did a great job of dropping the world map while still making a world expansive enough to allow for tons of exploration. I think world maps are like random battles. Something people just cling to because they've always been there.

February 9, 2009 12:47 PM

Nick Daniel said:

Good riddance,

World maps are just big empty spots used to pad out the time between actually interesting game environs. Sure every now and then they house the occasional secret, I'll take fast traveling menus any day.

February 9, 2009 3:00 PM

Nadia Oxford said:

The beautiful thing about Dragon Quest VIII was being able to stand on a hill and observe the land around you (much how you find the aforementioned red tree). If you saw something interesting, you could *go* there and check it out without being boxed in by cardboard mountains.

February 9, 2009 4:31 PM

C said:

No way guys, I definitely need world maps. I like feeling like I'm actually occupying and traversing and progressing into a world. Seeing the landscape change as you near a new location helps to flesh out that location and make it real. Turning locations into menu options makes the "computer game"-ness of it that much more transparent. It's for that reason that I also hate "hub worlds" in action games. It destroys any sense of progress and depth, and, like . . . "there"-ness.

How about something like in Secret of Mana or Zelda, where the overworld is also full of action and gameplay, kind of a "dungeon" in itself?

February 10, 2009 12:21 AM

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About Bob Mackey

For a brief period of time I was Bull from TV's Night Court, but some of you may know me from the humor column I wrote for Youngstown State University's The Jambar, Kent State University's The Stater, and Youngstown's alternative newspaper, The Walruss. I'm perhaps most well-known for my bi-weekly pieces on Something Awful. I've also blogged for Valley24.com and have written articles for EGM, 1UP, GameSpite and Cracked. For all of my writing over the years, I have made a total of twenty American dollars. It's also said that I draw cartoons, which people have described with words such as "legible." I kidnapped the Lindbergh Baby and am looking to do so again in the future.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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