Thoughts on minimaps in RPGs?

esterk

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Hey everyone, I am currently working out some of the aspects of my game, and recently came to the decision of whether or not to implement a minimap system in it. I've been going back and forth on this from a gameplay perspective (I already have a working plugin, so the technical side isn't an issue) and wanted to source some opinions.

Do you like having access to minimaps in RPGs?
How useful do you find having a minimap?
Do minimaps sometimes seem invasive?
Do minimaps sometimes make the game too 'easy' or take away from exploration?
When games require you to 'find' maps in order to unlock a minimap or full minimap (like in Final Fantasy XII and the like), do you feel compelled to actually seek out the maps/items?

Any other general discussion on your thoughts towards them are appreciated! :)
 

Milennin

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They're useful in 3D games because you can see the entire area around you without having to turn the camera in all directions. In a 2D RPG, not so much. I don't even remember ever playing a top-down RPG with a mini-map.
 

Andar

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radar-type minimaps are not really much for most turn-based RPGs - they are just usefull for action-RPGs or 3D-games.

a map that just displayed the explored area and is called fullscreen instead of mini-variant is much more usefull in normal RPGs.
 

Wavelength

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I get lost a lot so I REALLY appreciate having minimaps, even in strictly 2D games. For me, it is always a positive feature. Not only does it help you avoid getting lost and needlessly backtracking - it also helps the player orient themselves to the map's size and shape in general, and if you want you can provide helpful information like where save points, treasures and monsters/encounters are. The one negative is that if your dungeons are hard to visually read (without the minimap), players will tend to keep their eyes fixed on the minimap and miss out on some of the beauty and drama in your physical dungeon. It's worth it, though. Use minimaps if you can.
 

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I do like minimaps in rpg's as long as I can toggle them on/off and they are not to intrusive visually.
If I need them then yes I will seek them out but if I don't then no, I will not go out of my way (unless a character/ recruitment quest is toed to them)
 

TheoAllen

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Do you like having access to minimaps in RPGs?
My answer is neutral. I couldn't say yes or no. I can say I'd like when I see the game. Sometimes it doesn't matter anyway.

How useful do you find having a minimap?
It's useful to see a miniature map on the corner of your screen. To see how the entire map looks like because normally you can't see them all on the player map screen.

Do minimaps sometimes seem invasive?
If by invasive you mean, cluttering up the screen. The answer can be yes or no. If the minimap is in a dedicated UI like in many RTS games UI, probably not. If the minimap blocks an area of the map, it's better if you could toggle it ON/OFF.

Do minimaps sometimes make the game too 'easy' or take away from exploration?
They more often take away the experience of enjoying the map scenery, yes.

When games require you to 'find' maps in order to unlock a minimap or full minimap (like in Final Fantasy XII and the like), do you feel compelled to actually seek out the maps/items?
I never play FF and never play a game that needs to acquire an item to unlock minimap. All my games that have minimap unlocked from the start.
 

esterk

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Thanks for the feedback everyone! It's very interesting to see the thoughts on this. I agree that maps in 2D games may not be as necessary, but @TheoAllen brings up a good point that it lets you see the entirety of the map, since normally you don't have a view option that lets you see everything as a whole.

However, I do agree that there needs to be a way to toggle it so that players have the option to use it or not. That is very good feedback. I think I may let players buy a map from a shop or something for larger dungeons, etc. The map may even show them hidden shortcuts or save points so that players can then get more use out of them - but that way if they don't want to use a minimap, they don't have to purchase the item.
 

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I think I may let players buy a map from a shop or something for larger dungeons, etc. The map may even show them hidden shortcuts or save points so that players can then get more use out of them - but that way if they don't want to use a minimap, they don't have to purchase the item.
I you go wuth this idea I would suggest making it toggle between off, on but no indicators/shortcuts, on with indicators. This way people can play the way they want to :)
 

esterk

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I you go wuth this idea I would suggest making it toggle between off, on but no indicators/shortcuts, on with indicators. This way people can play the way they want to :)
Good idea! I'm all about player choice!
 

Manjini

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I am currently implementing a Map System as well. You can obtain a Map item in game and then toggle between on and off by pressing the M button. Works like a charm and the map is basically a copy of the actual in game map and I put a filter with Photoshop on top of it. I personally think a small minimap in a 2D game is quite disturbing, so I removed the smaller image and only use a big one. The Map you open is especially useful for bigger maps you created. Let's say a huge village or Town with a lot of buildings and every building has it's name. Also it will always track your players location on the Map in real time. I figured that it's better to definitely have a Switch for toggling on and off. Because if you have a lot of Events running, this would add up to it and the Engine might not handle it at some point. So I strongly recommend a ON and OFF switch for the parallel Event! Always keep in mind which platform you release your game at later on. Make sure even lower end platforms could handle it at some point! But overall a map is never a wrong decision to implement. Many people really get lost easily!
 

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