Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is one of the strategies. But if for a comfortable passage of the game I need to use third-party resources (which, moreover, contain spoilers that cannot be avoided) - this is a fact that clearly highlights the obviously weak point of game design. Instead of ruining the game experience with completely open maps, I'd rather explore them on my own, as in any good metroidvania or dungeon crawler
Idk I genuinely feel like it would be cool
I love creating maps, but they're all made in paint and like OP said, you can't really avoid spoilers with those.
the reason why I did maps in the first place is because I suck at knowing where I am in 3d spaces. It is a me problem, but doing a map definitely helped me cover the catacombs and feel like "ok, I did visit every room"
I don't remember if you can craft them
People always talk about how bad idea is to implement some new stuff that was lacking in previous products that worked succesfully, and can't imagine something non-existent before it actually start working, but shuts themselves up very quickly when they see FromSoftware's interactive map with icons and POIs on it, which is absolute heresy for a DS1-3 fans. For a sake of a pure and clean "exploration" you always ignored this map pieces in Elden Ring, did you?
Well... quest log and enemy list for a next time, maybe?
Legend of Grimrock is proof that a game built around mystery, exploring, and puzzles isn't held back by having a map. A map is freaking VITAL in games like that for most people!
It just needs to be done right. And I say Legend of Grimrock is a perfect example of a map done right. It builds up as you explore and allows you to write notes on it as needed.
And if not a map. Then giving the player access to bread crumbs is the next best thing. Those banners are nice, they are too rare though. I only got 10 of them and have no idea where the hell I found the things. Didn't even notice I had any to start with till I seen them in my inventory. If I only got 10 and have no idea where to get more, there's no point using the things.
I'm an old gamer and I've seen my share of different map types in games, there are tons of possibilities that wouldn't hinder exploration (but rather improve it imho).
A basic Metroidvania map would be the best implementation for minimum dev time I think. Just draw a rectangle for each room showing the connexions between them. No need for further details.
But I think the dev could also improve situational awareness without a map. Just add a little something to each room to make it unique and "voilà": a distinctive statue, a curtain, a crumbled wall, a dead tree, a weirdly shaped rock... Basically, just add some unique/rare models here and there.
I stand by this. Or use an Etrian Odyssey-like system letting players just draw their own maps, with optional icons to place.
Options are -always- good.
Can't explore places I don't know about and I am not the type to replay games.
Tell that to 95% of the developers for metroidvania games. Kind of a bad take to imply that games that focus on exploration are made worse by having a map. If you don't want to use a map, then don't look at it.