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via compass
I do, but with all older games a large reason for the lack of maps was because of engine limitations, not just a design decision
My point was that now that we no longer have those restrictions, and I was mulling over how valid of a design choice removing the option for a map is.
In Everquest, your immersion of the experience is negligble. Yeah, you could role-play and do stuff like that but you always had to take yourself out of the experience to do many things.
Exanima really needs the player to be immersed, and the developers obviously strive to make the game as immersive as possible; so I was curious if it seems hypocritical to force the player to manually pull out a piece of paper IRL and take themselves out of the game. There's a lot of cool ways they could implement a map, it doesn't have to just be a static PNG image of the whole complex.
You could have a small piece of parchment in your inventory that gets scribbled on automatically the more coridors you explore, and you can manually put pins in the map to mark off landmarks and objectives. Sort of the way Minecraft did it, but without a marker showing "You are here" or anything dumb like that.
Like, the map is literally just a piece of paper with black lines and nothing else, and the player themselves could add tiny notes to it and pins to mark it themselves. Making the map a part of the game and amplifying the immersion factor even more
All I'm saying is that there are really cool ways a map COULD be implemented, and I worry that the exclusion of a map is a missed opportunity.
But either way keeping your barrings is NIGHT AND DAY when navigating these places.
Not even kidding. For the longest time I'd just let myself believe the compass was useless.
The area maps aren't completely maze-like. "Start" and "Finish" are placed generically, with a maze in between.
Area 3 goes from a labrynth to a shopping mall by simply keeping the camera pointed "north".
*EDIT* said 4, meant 3.
Harken back to the days of Everquest and Uiltima Online
PC games have been watered down since then.
I hate pressing M and seeing an overlay, ruins all the devs hard work.
I like having a hardcopy next to my keyboard for reference. Some say it breaks immersion, phaw! Being frustratingly lost breaks immersion.
Seeing a high tech overlay, or a mini map, in my low fantasy dungeon crawl breaks immersion.
A great game like this is always going to have community members that will produce great maps.
Especially if there is no map feature.
I can't say that I need a map with Exanima, or necessarily want the devs to devote a ton of time to it, but it would be nice to have once everything else is done.
Another way of looking at it. You end up getting lost because you don't have a map and got turned around during a fight or whatever. So now you are forced to draw a map that you obviously didn't want to draw in the first place. So you draw your map. When you have finally finished the map, it is a map of places you have already been, and you don't need it anymore. So the only reason to even draw a map is so that the lazy bastard that didn't draw a map can use yours.
To make it less tedious, perhaps we could have tools to make map drawing slightly more automatic. Instead of drawing lines, have it draw corridors (a space with two lines on either side), since, obviously, you're always going to be drawing corridors. There should still be an option to draw lines for careful detailing, but being able to draw whole corridors makes the process a lot more engaging, since you're able to spend more time thinking about the layout of the map instead of trying to draw a readable map. A grid-based system might be too much, though.
Those are just some examples. I'm sure there are more things that could be done to make the process more interesitng. Even if it's not "immersive," it's far more important that the process is actually fun, because if it isn't fun, the only people who make maps will be the extremely hardcore players who are willing to do it.