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       #Post#: 7--------------------------------------------------
       Maps in adventure games
   DIR By: Pam
       Date: May 20, 2021, 4:29 am
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       Travel is a very common element in adventure games - in fact,
       the name of the genre itself implies that some travel will take
       place. \'Adventure' brings to mind visions of heading to distant
       lands, seeking fortune, fame, or the resolution to some mystery.
       Unfurling a torn, tattered old map - such as the one shown above
       from King's Quest 6 - makes us interested in the distant new
       places we can see, and want to explore them.
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       This isn't necessarily a limitation, of course - adventure games
       can successfully take place in a very small area. In times when
       they don't, though, we rely on maps to travel around. The map
       pictured above from Indiana Jones and the Fate of Atlantis shows
       the classic cinematic approach to showing a large amount of
       distance covered in a very short span of time - a line that
       tracks progress between destinations over a map. This is very
       useful when we're simply interested in our destinations, with
       little care for the voyages in between.
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       Of course, sometimes the journey is part of our adventure, as is
       the case in Gold Rush! Here the map is overlayed with closer
       depictions of smaller maps, showing more specific part of the
       historical journey, as well as small thumbnails depicting
       certain landmarks along the voyage. This attention to detail
       really helps Gold Rush's story feel grounded - we're passing
       known landmarks while plotting our course along this map, and
       this makes it feel more like a historical account. The fidelity
       here is pretty low, of course, but it's a decent way to convey
       the idea.
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       A similar idea is shown in this map from Conquests of Camelot.
       We plot our hero's journey across the sea, with little moments
       of narrative telling us what's happening without much visual
       information to convey it. This is a more zoomed out, abstract
       map, which has much less detail than the Gold Rush approach, but
       here the focus is placed on visibility - it's much easier to
       follow the course of the trail here, even without needing to see
       it in motion. We don't necessarily need to see each section of
       the journey closer along the way if that's a minor part of the
       story, as it is here, which is just a simple cut scene between
       sections of the game.
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       When Conquests of Camelot requires us to choose a destination
       ourselves, the view is zoomed in, but the level of detail hasn't
       been increased to show much landscape beyond the coastline and
       the river Thames in further detail and our various potential
       destinations. The focus here is on visual clarity rather than
       any sense of detail, a simple, practical approach. The inclusion
       of the label marking the area and date is a nice touch that
       reminds us more clearly of our setting, and also fills up a
       large area of otherwise unused space.
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       When our destinations are more limited, as in this map from The
       Case of the Serrated Scalpel, the artists are now much more free
       to put in more detail. Here we see the river Thames again, but
       now we can see the greenery on the banks of the river, the
       various bridges, streets, buildings, parks, and even detail to
       the level of the individual trees. We're also looking at enough
       of an angle to see a little bit of perspective, making the
       features feel more deep and solid. This approach requires the
       map to scroll, due to the much closer level of zoom, but makes
       the individual map markers stand out by making them colourful
       icons, a nice visual symbol that explains and reminds very
       quickly what each place holds for us.
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       Gabriel Knight's map further abstracts the map markers from the
       map itself by merely showing the presence of city streets and
       blocks on the map itself. Here the markers themselves represent
       the only real details, but the nature of the map, as well as the
       slight variations in colour in blocks, suggests to us a real
       city with buildings and streets. This cements the idea that
       we're not necessarily looking to the map for a view of the city
       - it's merely a convenient way to travel large distances between
       two locations that interest us in a short span of time.
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       Sam & Max Hit the Road shows an even greater level of
       abstraction - here we get a zoomed out view of the United States
       of America with very few details - it's recognisable, but barely
       more detailed than the maps in Conquests of Camelot. Here our
       colourful icons stand out well, once again, showing us specific
       highlights of each area. At this level of abstraction, we're
       basically looking at an inventory of locations, merely given
       character by the colourful art. A particularly nice touch here
       is the suggestion of being on the surface of a globe because of
       the curving lines of longitude and latitude shown. The header at
       the top of the map also helps to establish the feel of a
       colourful, friendly tourist map, which really helps reinforce
       the road trip feeling of the game.
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       Simon the Sorcerer is an interesting example - we're still
       seeing icons here, but the art itself feels less like that of an
       actual map, compass directions notwithstanding. This almost
       feels more like an artist's sketch from a panorama of the entire
       area, which isn't how we're used to seeing maps presented, but
       still conveys the information well. It also gives an interesting
       sense of how the land changes, because here details like
       mountains and a forest seem more like drawn elements than zones
       or regions. I particularly like the way it's been drawn to look
       and feel like a crumpled old map that we've had folded up in our
       pockets - a very suitable look, considering the adventures Simon
       goes through.
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       It's interesting to see this sort of change when comparing the
       city of Ankh Morpork between the first and second Discworld
       games. We see here the first game's approach, a view from
       directly above, that shows the layout of the city very clearly,
       but only hints at the nature of the buildings we need to visit
       very vaguely. It's a great way to show geography, but doesn't
       really sell the feeling of the city very strongly.
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       In Discworld 2 we're much closer to the action, and here we can
       see the buildings, the streets, and even fairly small details.
       This feels much less like a map than the way it's shown in the
       first game, but plays a very similar role, while giving a much
       more interesting, dynamic view of the city. It also gives the
       artists a change to play with colour - this feels like an
       interesting, moody panorama more than it feels like a simple,
       practical map, and is no less functional.
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       Beavis and Butt-head in Virtual Stupidity has a similar approach
       - the shot here feels like we're looking over the town from a
       hilltop, more than staring at the town's layout on a piece of
       paper. This feels more like a transitional shot between areas
       than it does a map, almost - a quick look at the entire town
       from afar, so we can easily pick our destination, then zooming
       straight in on that place once we select it.
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       Full Throttle's long shot of Melonweed is a wonderful example of
       this - a moody, atmospheric landscape that shows the town, and
       shares the same wonderful night palette. This means we're barely
       taken out of the atmosphere of the game - the mood is consistent
       between each location and the map screen. Full Throttle's map
       works particularly well due to the interesting, unique shape of
       each of the buildings we need to visit in the town - they stand
       out as being iconic without the need for special icons or
       brighter colours - here it's mostly just variations in value,
       and then the interesting and iconic silhouettes of each
       structure do the rest of the work.
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       Flight of the Amazon Queen takes this a step further by not only
       presenting us with a panorama that we can pan to the left and
       right, but also shows the character himself atop a stone peak,
       looking out with us. A really unique and interesting example,
       here we don't even lose our connection with the character when
       choosing our next location. This is taking the idea of a "map"
       to its most personal form - it feels like the character is
       picking his destination.
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       The Secret of Monkey Island puts the characters into the map too
       - in a very different way. The map of Melee Island is initially
       just that - an overhead map showing the geography, with the
       locations cleverly lit up to show us clearly where we need to
       go. At the end of the game, however, the map becomes the
       backdrop to animated shots, where LeChuck punches Guybrush
       across the island, and then flies after him. A fun way to re-use
       a map for comedic effect, and a rather unique use for this kind
       of shot.
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       One last fun, interesting and unique approach is this cutaway
       diagram of the ship from Leisure Suit Larry 7. Because of the
       complex, layered nature of the ship, trying to show a map of it
       could pose quite a challenge. The artists here solved that
       challenge very neatly by producing the sort of cutaway diagram
       common in depictions of ships. A very sensible and functional
       way of representing a very complex set of overlapping locations.
       Maps, then, can come in many shapes and forms. While the term
       itself brings to mind a very specific kind of image, artists
       have played around with them to make them more interesting, more
       atmospheric, and even more practical, without changing their
       original purpose. There's no real limit on how you can present a
       series of locations to the player, as long as the functionality
       is kept intact, and seeing how different people have approached
       the challenge of doing shows a great range of successful ideas
       that achieve a range of useful effects which suit a wide variety
       of purposes.
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