Lets talk about overworld maps.

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nomotog_v1legacy

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Pyrian said:
CritialGaming said:
These days though, the overworld map has been scraped for high detailed but small sections of map. Which I think is fine.
I don't like it. The push to remove overmaps meant that everything had to made small. It really messes with my sense of scale. "Welcome to the town of Girdershade, Population: 2."
How are games with overworld maps any larger though? All you're given is filler map with points of interest on it. Overworld maps were made to compensate for technological limits, mainly memory and storage space. To me that's messing with sense of scale far more than what's typically done now.

Having said that, they are charmingly efficient and effective.
 

Pyrian

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hanselthecaretaker said:
Pyrian said:
CritialGaming said:
These days though, the overworld map has been scraped for high detailed but small sections of map. Which I think is fine.
I don't like it. The push to remove overmaps meant that everything had to made small. It really messes with my sense of scale. "Welcome to the town of Girdershade, Population: 2."
How are games with overworld maps any larger though? All you're given is filler map with points of interest on it.
That's like all any map ever is, if you're going to get reductionist. "There's the stuff that's interesting and the stuff that's not." Overworld maps allow the world to be far larger in scale (not detail) since you can simply skip all the filler. In continuous maps, you also skip the vast majority of the filler, by dint of things that should be far away from each other being practically adjacent.