Re: Magic Maps
Posted: 15 Feb 2020 04:37
I was not trying to be rude, I was pointing out the regressive game design. Apologies if the language I used seems harsh. It just seems terrible in every way. An unreadable map is worse than no map at all. If the map was made to hide treasure than it already did that. We already have maps that don't show what room you are in until you are standing inside of that room. If it was made to hide non-obvious exits than I ask, are the exits the old map was showing discover able without spamming various directions?
When I said it was terrible game design I meant the forest and the map. Both are bad. I am not trying to say that Chevrotain's work sucks or that he is a bad wizard. I just wish he and those who approved the new map had put a little more thought into game design and how much the magic map means to players. It is a big reason a lot of players keep playing the game after first making a character. A lot of MUDs I tried before Genesis didn't have a good map system and we do. It was a turn off to the other games and a reason I kept playing this one. The map matters, the smallest amount of visuals in this text based game help draw in players. ASCII Maps are cool, that's fine. It's a visual you can use to draw in players. But please put a little more thought into what the maps mean.
Maybe this doesn't matter and I'm just being an ass. That's possible. I just feel strongly about the importance of good accurate maps. It can make or break the gameplay experience entirely.
Here we have a non obvious south exit. I could not find any way to discern was there. Examining and searching the mist and the stump, climbing the stump, nothing reveals the exits the old map used to show. Now maybe I'm stupid and just can't find the exit if it bit me on the nose. Or maybe the information given in the game about these "hidden" exits is not adequate enough. The forest itself is a problem, the old map put a band-aid on this problem. The new map makes it worse, the forest itself is a jumbled, confusing mess of non-obvious exits.Every sound is muffled by the thick white mist that covers everything on the ground. Slim streaks of sunlight pierce into the mist, causing it to glow with a pale ghostly light, a stark contrast to the black trunks of the trees that reach up through the mist to join the darkness of the forest canopy above. A small walkpath continues in a southeast-northeast direction.
>
exa walkpath
It continues in a southeast-northeast direction.
>
exa floor
You find no floor.
>
exa trees
Like silent black giants, the trees around you reach up through the white mist, clawing for the darkness of the forest canopy about ten meters above. Here and there a few strands of sunlight reach through the dark tree canopy to pierce into the ghostly white mist. Similar to pine trees, they all have black stems and broad cones. Out of the white mist a huge black stump has appeared a few meters from you. It towers above you like a 8 meter tall giant.
>
exa darkness
You find no darkness.
>
search trees
You start to search trees.
>
Your search reveals nothing special.
s
Slim streaks of sunlight shimmer down through the forest canopy above, piercing into the thick silent mist that covers everything on the ground. Rising up through the ghostly glare of the mist, black trees reach for the near total darkness of the forest canopy some ten meters above you.
When I said it was terrible game design I meant the forest and the map. Both are bad. I am not trying to say that Chevrotain's work sucks or that he is a bad wizard. I just wish he and those who approved the new map had put a little more thought into game design and how much the magic map means to players. It is a big reason a lot of players keep playing the game after first making a character. A lot of MUDs I tried before Genesis didn't have a good map system and we do. It was a turn off to the other games and a reason I kept playing this one. The map matters, the smallest amount of visuals in this text based game help draw in players. ASCII Maps are cool, that's fine. It's a visual you can use to draw in players. But please put a little more thought into what the maps mean.
Maybe this doesn't matter and I'm just being an ass. That's possible. I just feel strongly about the importance of good accurate maps. It can make or break the gameplay experience entirely.