"The necessity for complexity in maps has born from the lack of resources that RTP gives, failing to fulfill aesthetic expectatives of said maps."
Okay. After something happened to me, which left me questioning myself in a lot of aspects, I decided to bring up this discussion here. And so, I'll make it short and clear:
what do you value more in your game maps/scenarios, simplicity or complexity?
The standard for '
good' maps in the RPG Maker scene is maps that are big and complex. This showcases the ability of a mapper to put a lot of elements into a structured design to pull off a purposeful scenario. While this of course would (if done correctly, we understand) make the map good, is it necessarily heavily structurated maps the only good ones?
Big cities, large forest mazes. Maps like these are devilishly difficult to make, every mapper would know. And yet, are these necessary?
Before hearing your opinion, I want to put mine here. And mine is that simple maps not only can be as good as complex ones, but also simple maps can be better.
First, let's understand
simplicity doesn't mean emptiness, lack of interesting elements and/or dull design. Simplicity means a
lowering of some elements to highlight others, to finally create a balance. Important stuff, folks.
Taking a look into classical, awesome RPGs (cough cough Chrono Trigger cough), we can see this:
The above map is Guardia Forest, from the aforementioned game. You don't need to look closely to see that it only contains: trees, little high grass, and dirt road. And some small rocks here and there. Go ahead and try to do the same in RTP, or, I dare you, other common tileset packs. It won't look nearly as good.
And this has a reason.
The necessity for complexity in maps has born from the lack of resources that RTP gives, failing to fulfill aesthetic expectatives of said maps.
In the Guardia Forest map, the tileset, or whatever you want to call it, fulfills an aesthetic expectative, meaning it doesn't needs further add-ons to make it visually appealing or interesting. It stands by its own.
However, and to finalize my point, the simplicity from these maps can be yet translated to RM maps, be it RTP or common resource packs. Not only that, I also opine that it is a necessary thing to evolve in map-making.
But first, let's hear you guys out.