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On Mon, 8 Jul 2024 21:46:05 +0100, JAB <noway@nochance.com> wrote:Or you just look up the maps on the internet for those games.
Strange really as when I look back at say Dungeon Master part of the funYMMV.
was getting the graph paper out and making a map. Possibly games have
swung too much they other way were it can feel like you're playing
follow the quest marker. Another one I don't like is kneel behind a wall
to recover health or the ability to 'long rest' in the middle of a dungeon.
Even back-in-the-day I disliked the 'make your own map' requirement of
a lot of adventure and role-playing games. Especially since it
promoted stupidly labyrinthine (and unrealistic) dungeon design whose
sole purpose was to artificially lengthen the game rather than provide
a fun experience.
When games like "Ultima Underworld" or "Might & Magic III" started
adding automap as a standard feature, I rejoiced. All of a sudden
dungeon crawls could be FUN rather than tedious step-by-step grind
where you had to carefully mark out every step. I could focus on the
ambience and environment rather than have to jump away every step to
scribble some marks on a piece of paper.
(In fairness, nowadays I've got a pretty good sense of direction and
usually can figure out my way through most dungeons -old school or
not- without resorting to maps. I'm pretty sure my years playing
Wizardry and Bards Quest and the like are to thank for that skill ;-)
With that out of the way, I've kept many of my older hand-drawn maps
from that era and have a certain nostalgic appreciation towards them.
But I'm not going to ever bother doing anything so insane again. If
your game's labyrinths are so complex that mapping is required? That's
a game I'm probably not playing. (you're probably the sort of
developer that thinks teleport traps and spinners are fun too.)
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