
summation
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Game will, such as Miasmata, Pathologic 2 and Elden Ring, is designed to mislead the player, causing confusion and challenge.
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The game handles the same maps such as an unreliable narrator, forcing the player to ask questions, suspect, and explore through dangerous terrain.
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Only game maps such as Death Strand and Witnesses hide important details and require the player to adapt, learn, and blindly trust.
Sometimes the most dangerous thing in video games is not a boss fight or a booby trap. It is not a way. In particular, it is a type of drove the player into a false clear sense before leading the player to stunned confusion, ambush or existential despair.
In genres built around exploration and navigation, this game deals with an unbelievable narrator. The semi -truth is graffiti by the mad light and is omitted, distorted or straightforwardly a mystery. But it is fun. They are the world where the player doubts the line, questions the landmark, and is second in each stage. This is not necessarily bad. Sometimes it's part of the design to get lost.
Miss Mata
Miasmata doesn't care about your direction, and honestly it is for you
map Miss Mata It works in the same way as a real map when someone drops the reader from the forest without GPS and tells them to grasp the compass and hopeful thoughts.. Nothing is displayed until the player triangles manually using the landmark and thorn line calculations. That little dot shows where the player is? Yes, it will not appear unless you get it.
It is placed on a desolate island filled with lush and fatal flora and fauna and slowly afraid of bread. Miss Mata We are out of the convenience of modern games in favor of the nightmares of the map producers. The slope looks safe until the terrain is placed down the valley, and what looks like a shortcut to the map is generally slipped with a fever. All stages require a plan and all “discovery” can be obtained. This is not a game that follows the road. It is about making one. And I realized that it was wrong three hours later.
Pathological 2
The map is a lie, but the same is true for others.
city Pathological 2 Trusting the map that will be changed without a warning feels like a rookie mistake. The building on the map remains in place, but the function is not. One day, groceries can be a safe shelter. Next, it can be rotten from the infectious disease. The location of important quests is often indicated as a symbol of meaning until the player dismantles his importance through repetition and fear.
But the most ominous point in the map Pathological 2 It provides a fantasy of stability in an aggressive world. The layout of the village becomes a character in itself and is mutated with the mental and physical state of the player. Because the distance moves, neighbors cannot recognize. This is because time and trust erodes all mental landmarks. The map may seem honest, but it never follows the reality of the ground, this is the point.
witness
The game is a puzzle and the same map.
Legends, quest markers and helping NPCs do not point out the areas of interest. witness. There are a vivid island full of puzzle panels and environmental mysteries, and all are loosely connected through ambiguous geography. The map is just an ambiguous understanding of an area that is connected by a womb, which is repeated by the philosopher, like the maze drawn by the philosopher.
True tricks are the way the island hides the entire mechanics. If the player understands that the environment is part of the puzzle, a specific path is meaningful. The fence may not be just a fence. It may be a shape or clue or simply doing anything. As a result, it is possible to betray traditional expectations, and the player does not realize that he may come to him until he passes 20 times.
Strand
This game wants you to suffer, but you want to do it elegantly.
At first glance, a map comes in Strand It looks generous. Provides prediction tools for high data, paths, markers and terrain crossings. But the player actually tries to use it. The straight line that crosses the ridge may look like the shortest path, but it can be found to be a rock nightmare that emits all ounce of stamina. Rivers can intersect until you sweep the SAM down stream, with all the precious cargo he is not damaged.
The map is not as bad as the simplicity. It hides behind the overlay of the micro -tofi, such as jagged rocks and ankle snap slopes. The players combined with the BT area and time drops that change the scenery of the middle of the Journey should stop relying on visual shortages and start reading the world with their feet. The plan is a compulsive consciousness, and I am not grateful thanks to the map when the path is finally working. Because the player learned how to not trust it.
Elden Ring
The map provides the player enough to die with confidence.
The idea of fromsoftware for useful maps is a map that shows terrain, roads and password icons without explanation. Elden Ring Most players feel like archaeologists, scratch ambiguous symbols, and try to guess the boss who destroys treasures or breaks them with a single blow. The map is not updated in real time. The place is maintained in a state where the player is not displayed until the cover is planted manually, and there is no way to track what areas are completely explored.
But true tricks are how the world's own eggplant is changed in a way that never explains. Hidden areas like Nokron and Haligtree are invisible until the player meets ambiguous requirements. And there is an area like a deep depth, which seems to be physically contradictory with the geography of the land between them. Easy map provides a structure that evaporates the moment when a hidden teleporter throws half to the continent. Map production trust is tricked and works great.