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I'd like to start a little discussion about the conventions related to displaying location names on the screen for the player to read & know where they are, as it's something I'm struggling with at the moment.

Not only the design of such, but even which places should have dedicated names. It's a surprisingly big topic, I feel.

I'm currently working on my first MV game, and I've been thinking about this straight off the hop. I feel it largely depends on the type of game that is being made - in my case, a traditional JRPG in which the locations are familiar, the battle system is simple and emphasis on story and character. How significant the element of exploration is, is still up in the air at this stage depending on how fast I become at mapping. I want to take my time, but I also want to make something before I die of old age.

So, with that in mind, I've pondered on the idea of naming each 'screen' as its own location. For instance, you may be in the Foxgate Highlands, but your *exact* whereabouts would be Riveridge. And then in Riveridge, you could even go into the Mountaineer's Hut without leaving the area.

I believe that having a network of names for areas does two jobs. It enriches the content of the world, and it helps the player know where they are specifically if they're navigating through a larger zone of the game. The argument against this of course is that with so many names of different areas, they all become a blur, and unless there's going to be a constant stream of quests telling you to go to specific areas in the game, this may be redundant.

Furthermore, would you put a big title in the middle of the screen when the player enters the MAIN area, and then just have little corner pop-ups for the screens within the area after that? What's your personal preference here, and the most tasteful solution that doesn't draw too much attention to itself?

Then there's the design of the titles themselves. Are they pretty? Are they functional? Are they both? Are they grandiose or minimalist in design? Are there any RPGMaker games you could recommend that have done this well?

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