What are your thoughts? Mapping

T3sCoconuts

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Not looking for specific information or advice, just want to get peoples thoughts on it,

So, been looking at some game maps, and starting to think path way maps are better over open world maps
Given open world maps for a open world game make sense,
but for a rpg maker game, even a open world rpg maker, I'm starting to think that smaller path way maps are better,

What do you think about it,

Really trying not to be close minded to the idea of using a open world map but other then city's I can't see the sense in them,
BTW
If you don't get what I mean by open world and path way maps I'll explain below

Path way,
You have 2 directions forward and backwards, possibly with forks in the road leading to other areas, though most of the map is blocked off so you stay on the path, or in allowed areas,

Open world,
Each map, every area, is open to explore, right up to the edge or boarder of the map, at that point you would be transferred to the next map,
 
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DrBuni

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What is good or bad usually depends on the game. "A RPG Maker game" doesn't say much about a project. Witch's House and Helen's Mysterious Castle are both RPG Maker-made games but very different products, and they both require different features and design decisions to deliver on their promises. So if you tell us more about your game, it would be easier to give you feedback on what kind of mapping might better suit your game, and what kind of experience you want the players to have.
 

Milennin

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I like maps with multiple paths leading to the next destination, makes the world feel bigger. Can give some replay value if you put different things on the paths, or at least give players who decide to check out everything more things to find.
 

ougitou1

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Not looking for specific information or advice, just want to get peoples thoughts on it,

So, been looking at some game maps, and starting to think path way maps are better over open world maps
Given open world maps for a open world game make sense,
but for a rpg maker game, even a open world rpg maker, I'm starting to think that smaller path way maps are better,

What do you think about it,

Really trying not to be close minded to the idea of using a open world map but other then city's I can't see the sense in them,
BTW
If you don't get what I mean by open world and path way maps I'll explain below

Path way,
You have 2 directions forward and backwards, possibly with forks in the road leading to other areas, though most of the map is blocked off so you stay on the path, or in avowed areas,

Open world,
Each map, every area, is open to explore, right up to the edge or boarder of the map, at that point you would be transferred to the next map,
actually sounds like a fun concept! but if gonna use path finding you're gonna wanna make it easier for yourself at least a little. the whole simplified world map this seems unique and I can def see it being a unique and key feature to your future line of games! specially if its event driven where, traversing the entire map is sometimes a necessity! I'd love to see your future work! I cant wait~ keep in mind though that the simpler the ''world" map is in this case the more work you're gonna have to put in other area's to balance the "pull", like music and art.

(^.~)☆
 

sugarcr4sh

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Not looking for specific information or advice, just want to get peoples thoughts on it,

So, been looking at some game maps, and starting to think path way maps are better over open world maps
Given open world maps for a open world game make sense,
but for a rpg maker game, even a open world rpg maker, I'm starting to think that smaller path way maps are better,

What do you think about it,

Really trying not to be close minded to the idea of using a open world map but other then city's I can't see the sense in them,
BTW
If you don't get what I mean by open world and path way maps I'll explain below

Path way,
You have 2 directions forward and backwards, possibly with forks in the road leading to other areas, though most of the map is blocked off so you stay on the path, or in avowed areas,

Open world,
Each map, every area, is open to explore, right up to the edge or boarder of the map, at that point you would be transferred to the next map,
Personally, I lean towards the path way option with areas that "feel" open world! Like when you are walking down one road in a wide, diverse environment and the player's eyes can wander around a bit
:p
 

T3sCoconuts

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Sorry about the late reply, had a allergic reaction right after I posted this,

Thanks for everyone's views on this, ^^

Love the idea of making the world feel bigger, and ideas for filling these areas just come to mind thinking about some of the interesting areas in this world
Personally, I lean towards the path way option with areas that "feel" open world! Like when you are walking down one road in a wide, diverse environment and the player's eyes can wander around a bit
:p


Thing is with the world I'm building, I have several story lines set in different areas, with different characters, some that lead to a world changing difference some that are just character driven, some that even lead off world, given fantasy not sifi,

I personally love the idea of needing to travel on the map, the original concept idea for my game was that the player would be living in the world, more or less a isekai experience, chosing to stay or leave in the end, that is still a plan, though in saying that the other concept of multiple games with different leads took over in the end.

actually sounds like a fun concept! but if gonna use path finding you're gonna wanna make it easier for yourself at least a little. the whole simplified world map this seems unique and I can def see it being a unique and key feature to your future line of games! specially if its event driven where, traversing the entire map is sometimes a necessity! I'd love to see your future work! I cant wait~ keep in mind though that the simpler the ''world" map is in this case the more work you're gonna have to put in other area's to balance the "pull", like music and art.

(^.~)☆

Concept of my game was originally a fantasy isekai though, its a world story, as much as a character story, so in the same world there are different leads or hero's to play, also different worlds, times and even after life's,

Lol I was trying to be vague in my question, as I didn't want specific advise, just wanted to know what people thought about path way over open world style maps,
In saying that though I'm happy to get some advise on the game topic if you would like,


Note when I say isekai, I mean a fantasy slice of life, built around the main character, if the hero or lead should die, that would be game over,
As there based in the same world, or rather universe, I'm building the world b4 I even touch the character driven story's,
What is good or bad usually depends on the game. "A RPG Maker game" doesn't say much about a project. Witch's House and Helen's Mysterious Castle are both RPG Maker-made games but very different products, and they both require different features and design decisions to deliver on their promises. So if you tell us more about your game, it would be easier to give you feedback on what kind of mapping might better suit your game, and what kind of experience you want the players to have.
 

KawaiiKid

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Not looking for specific information or advice, just want to get peoples thoughts on it,

So, been looking at some game maps, and starting to think path way maps are better over open world maps
Given open world maps for a open world game make sense,
but for a rpg maker game, even a open world rpg maker, I'm starting to think that smaller path way maps are better,

What do you think about it,

Really trying not to be close minded to the idea of using a open world map but other then city's I can't see the sense in them,
BTW
If you don't get what I mean by open world and path way maps I'll explain below

Path way,
You have 2 directions forward and backwards, possibly with forks in the road leading to other areas, though most of the map is blocked off so you stay on the path, or in allowed areas,

Open world,
Each map, every area, is open to explore, right up to the edge or boarder of the map, at that point you would be transferred to the next map,
This is the way final fantasy turned towards for FFXIII and was deemed a "hallway simulator". A lot of us dislike this type of design, and you'd be hard-pressed to actually find people who enjoy hallway simulators, but they still are being made, so some people must buy them.
 

SOC

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This is the way final fantasy turned towards for FFXIII and was deemed a "hallway simulator". A lot of us dislike this type of design, and you'd be hard-pressed to actually find people who enjoy hallway simulators, but they still are being made, so some people must buy them.
Let me ask you this: What separates Seiken Densetsu 3/Trials of Mana from being a "hallway simulator" like FF13 is considered to be?
 

KawaiiKid

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Let me ask you this: What separates Seiken Densetsu 3/Trials of Mana from being a "hallway simulator" like FF13 is considered to be?
If you have different options of different ways to travel, such as being able to go to different areas at different times, then it's not considered a hallway simulator
 

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In my opinion, "pathway maps", as you describe them, are boring. I stopped playing a game in part because the maps were so boring, with one entrance and one exit and only one way to go. I hated it. (There were other reasons I stopped playing the game, but that was a big turn-off for me).

One of my favorite pixel RPGs has large maps that are open and fun to explore, with tunnels leading to otherwise inaccessible parts of the map, in turn perhaps leading to an entirely new map, or perhaps back to an old cavern you glimpsed on a previous map but didn't know how to get to, etc. I LOVED that. It was not an open-world game - it had a straightforward plot, with a single timeline of quests, but those quests did require the player to go back to previous locations sometimes. So even though it wasn't open world (i.e. there was no reason to go anywhere other than to further the storyline/current quest), the quests themselves gave me plenty of reason to explore back and forth across the map, revisiting old locations that had been slightly changed over time, etc. It made the world feel open, and dynamic, like it was living, and I wasn't being herded along through a goshdarn cattle chute.

My vote is to never herd your players through a cattle chute. Major yawn.
 

SOC

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If you have different options of different ways to travel, such as being able to go to different areas at different times, then it's not considered a hallway simulator
Right, but in SD3/ToM you don't really get these options until much later in the game, just like FF13. Sure, there's some dead end pathways to explore (which have no chests or other rewards so end up being a waste of time), but is that enough of a game design difference to "feel" more fun to play than the hyper linearity of FF13?

Sometimes linearity is more about the player's perception than reality. SD3 is very much linear until Booskaboo just like FF13. You have to follow very strict hallway/pathways to proceed forward, but it doesn't feel that way because you have the option to explore dead ends.

I love discussing things like this. :)
 

Ratatattat

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You have to follow very strict hallway/pathways to proceed forward, but it doesn't feel that way because you have the option to explore dead ends.
I think that's the key. Like the game I described above, it was very linear - you had to do everything in a strict order to progress - but it felt open, because I had the option to explore and go back to old places, and spent a lot of time doing so, looking for *that one piece* I was missing to complete the next quest (sometimes in those otherwise "dead ends"). Sometimes I felt smart doing it, because I'd have something in the back of my mind from the beginning of the game, come across something mid-game that might be the missing piece to that quest - whoops, guess not - but then find the real key in the late game, go back and finish that early-introduced quest, and suddenly I'm realizing it was meant to be held off because it unlocks some huge things meant for leading up to the final boss fight, or something.

So yes, it was all very linear all along, a web very meticulously woven; but it felt alive, it felt free, it felt like a puzzle I had to solve and felt good when I figured it out.
 
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Arctica

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So.. Star Ocean 2 had open world, but it was one of those 'do it at your own risk' type things where you could be level 10 walking into an area full of level 200s lmao. Ok not that high, but you get the picture. Before point and click maps became a thing (shortly after FFX...), maps were 'go anywhere but beware'.

You can do this too in RPG Maker, and I don't mind it and my maps will be like that too (just not SO2 levels of sillyness).
 

T3sCoconuts

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Lol yeah I have seen a few games with challenge areas that have a completely random level spawn, like in MMO games where you can wonder from a level 1 area to a level 100 area I'm a few min, less if you can fly
So.. Star Ocean 2 had open world, but it was one of those 'do it at your own risk' type things where you could be level 10 walking into an area full of level 200s lmao. Ok not that high, but you get the picture. Before point and click maps became a thing (shortly after FFX...), maps were 'go anywhere but beware'.

You can do this too in RPG Maker, and I don't mind it and my maps will be like that too (just not SO2 levels of sillyness).
 

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