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To be more specific, how much contextual information is REALLY necessary for you to intuitively understand the game world?

Let’s take Maps as an example of abstraction. Not all RPG’s present the game world the same way or with the same level of detail. But most succeed at what they intend to accomplish, using one or more maps, providing a sense of ambiance, context, distance, etc…

These are certainly not an exhaustive list of examples, but some use only local maps, linked through very specific entries and exits. Such as roads, paths, or even fast travel points. Others use world maps to group local maps geographically and show their locations via icons, like little towns or cave entrances. While still others, use little more than one battle scene after another with a menu in between that sort of functions as a headquarters.

I don’t want to limit the idea of maps to purely how they exhibit their correlations. Most maps also double as containers for other things, such as treasures, monsters, non-player-characters, lore, random events, etc… All with varying levels of abstraction.

So, what are the bare minimum specifics that you have found provide an acceptable form of map? Be as specific or general as you like. I’d like to see as many different opinions as possible.

I will do my best to engage everyone that takes part, likely asking more questions, hoping I get as much information as possible!




Depending on how well a reception this topic gets, I’ll likely ask follow ups regarding other related abstractions. I’d pack them all in here, but I think baby steps are best when tackling more esoteric concepts.

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