Maxie
Guest
You know what's missing from cRPGs? Maps.
Any and all good exploration starts and ends with a map you have at hand. Most games treat maps as a no-brainer, a non-mechanic. Maps simply are, dangling awkwardly somewhere in the corner of your screen, sometimes obscured with yet another poorly executed fog of war. To me, this is simply unacceptable. I don't like taking mechanics for granted, especially not mechanics as inherent to the nature of RPG as maps.
First of all, why should your character own a map in the first place? Did they draw it by themselves on a spare piece of paper? Cartography is a skill, it takes a lot of time and practice to draw any map worth a damn. Some games recognised this as an issue in the past and had you train your cartography skill, giving at least a modicum of intelligent design to automapping. More questions arise instantly; is your character any good at mapping? Should the party lose the map should this character leave, or perhaps lose the ability to map the world altogether should this character die a horrible death? What if you have several party members specialising in cartography, shouldn't you have several maps this way? Shouldn't they vary in content according to the character's skill?
Second of all, why shouldn't your character be able to buy maps? After all, most of the time you're pretty much a stranger in a strange land, in case of areas widely known to people it can be safely assumed that a map is not exactly a thing out of your reach. The next part is important; bought maps should vary. Buying a shit map from an illiterate peasant for a nickel should be a death wish. Such maps cannot by their very nature be accurate. Also, a peasant wouldn't know about stuff worth seeing anyway. Buying different maps from different vendors should give you access to different information:
-buying trader maps with marked trade routes, marketplaces, cheap inns;
-buying army maps with marked fortifications, dangers, enemy movements;
-buying cartographer maps with marked mountains, rivers, natural formations;
-buying treasure maps with marked treasures.
The last bit is not unheard of. You do occasionally buy such maps in all sorts of games, but rarely do such maps lie or appear to be grossly inacurate, which should be a possibility like any other. To my understanding, maps are such a vital piece of equipment to adventurers that this gamble of buying an inaccurate map cannot be simply ignored or simplified for the sake of players' laziness. Losing or destroying a map is a major setback to any self-respecting RPG adventure and I cannot fathom why should cRPGs be any different in this respect.
If you know of games which treat maps with the respect and care they deserve, please don't hesitate to inform me, I'd be more than happy to check them out.
tl;dr – make maps matter by never granting them to players by default, make many varieties of maps varying in accurateness and content available to acquire by any means imaginable, add the element of danger to using shit maps
Any and all good exploration starts and ends with a map you have at hand. Most games treat maps as a no-brainer, a non-mechanic. Maps simply are, dangling awkwardly somewhere in the corner of your screen, sometimes obscured with yet another poorly executed fog of war. To me, this is simply unacceptable. I don't like taking mechanics for granted, especially not mechanics as inherent to the nature of RPG as maps.
First of all, why should your character own a map in the first place? Did they draw it by themselves on a spare piece of paper? Cartography is a skill, it takes a lot of time and practice to draw any map worth a damn. Some games recognised this as an issue in the past and had you train your cartography skill, giving at least a modicum of intelligent design to automapping. More questions arise instantly; is your character any good at mapping? Should the party lose the map should this character leave, or perhaps lose the ability to map the world altogether should this character die a horrible death? What if you have several party members specialising in cartography, shouldn't you have several maps this way? Shouldn't they vary in content according to the character's skill?
Second of all, why shouldn't your character be able to buy maps? After all, most of the time you're pretty much a stranger in a strange land, in case of areas widely known to people it can be safely assumed that a map is not exactly a thing out of your reach. The next part is important; bought maps should vary. Buying a shit map from an illiterate peasant for a nickel should be a death wish. Such maps cannot by their very nature be accurate. Also, a peasant wouldn't know about stuff worth seeing anyway. Buying different maps from different vendors should give you access to different information:
-buying trader maps with marked trade routes, marketplaces, cheap inns;
-buying army maps with marked fortifications, dangers, enemy movements;
-buying cartographer maps with marked mountains, rivers, natural formations;
-buying treasure maps with marked treasures.
The last bit is not unheard of. You do occasionally buy such maps in all sorts of games, but rarely do such maps lie or appear to be grossly inacurate, which should be a possibility like any other. To my understanding, maps are such a vital piece of equipment to adventurers that this gamble of buying an inaccurate map cannot be simply ignored or simplified for the sake of players' laziness. Losing or destroying a map is a major setback to any self-respecting RPG adventure and I cannot fathom why should cRPGs be any different in this respect.
If you know of games which treat maps with the respect and care they deserve, please don't hesitate to inform me, I'd be more than happy to check them out.
tl;dr – make maps matter by never granting them to players by default, make many varieties of maps varying in accurateness and content available to acquire by any means imaginable, add the element of danger to using shit maps