Left has a cool hand drawnkind of style making it seem like a map the player could also be carrying in game. Right feels completely digitized representation as if no awareness it's for a game.
This is an issue I have with Tears in general, it looks game-y instead of immersive - shit like a Celsius marker on the UI really takes me out of the experience. Though I suppose that's up to personal preference.
>shit like a Celsius marker on the UI really takes me out of the experience.
Seriously. I get he's holding a PDA (which is dumb in and of itself) but why should we assume their world uses Celsius? Just use made up units, or a cold meter, or something.
Retard. Link is carrying that fucking digital device with him of course the map would be in that digital style along with the art style of the device aswell as all the other ancient tech
the shiekah slate/purah pad is genius design because it canonizes the menu itself and explains it in-game. the aesthetic is gay but it's objectively the best way they could have done it.
That's fucking retarded. It's a menu, it doesn't need to be "canonized". Do you expect movies you watch to have an in-universe explanation for your video player UI?
tons of old games thought out the menu's in-game representation, through shit like maps, stone carvings, etc. some went farther than others, but over all it gives the game flair, and makes it feel more complete and immersive. games NOT doing that, instead using ugly teal/orange monstrosities, is a much more modern thing.
botw/totk just found a way to do both. it's much better than the modern alternative and improves the gamefeel.
2 weeks ago
Anonymous
>gamefeel
Ok see you had me up till that point, but you oversold it. Still good bait, just dial it back a little.
2 weeks ago
Anonymous
while I did add that word to piss you off, the post is 100% sincere. expressing the menu/map within the game's logic and artistic style is leagues better than the generic teal/orange trash UI designers have been peddling for the last 10 years.
I love this game because it's gamey, I don't think it would work as well if it wasn't. Copy-pasted scenarios like the koroks asking for help to reach their friends don't bother me in a Zelda game, copy-pasted catacombs and caves completely destroyed my enjoyment of Elden Ring though.
>copy-pasted catacombs and caves completely destroyed my enjoyment of Elden Ring though.
And I'm assuming you hated the copy-pasted shrines in Zelda, right?
>Copy-pasted scenarios like the koroks asking for help to reach their friends don't bother me in a Zelda game
That's because you're a brain rotten tendie gay
https://www.nexusmods.com/skyrimspecialedition/mods/37238
This mod makes it so you need a map item and that map item breaks with use. I feel like there is actual value to this approach, where each time you open the map you're expending a resource, and navigating via landmarks or signposts becomes more valuable.
I remember enjoying BOTW for a week but Elden Ring absolutely enthralled me for an entire month or two, I haven't been sucked into a game like that since Monster Hunter 4U
man what happened to nintendo
I don't like the soulless meme but this is one of the few good examples. I loved starting out in Elden Ring and looking at the map to figure out if someone on it was just decoration or something worth investigating.
Don't know what that game on the right is but that's ugly.
I love diegetic maps. They can contribute to story telling and immersion.
I hate Skyrim's in game map. It's cute the first time, but it's simultanously immersion breaking and communicates next to no information. It's like the worst of both worlds
The treasure maps in KCD were great. Hope they have a fuck ton in the second game.
I love that feeling of matching the hand drawn map and symbols with the real space and objects in the world. It feels like, you know, a person actually drew it (which a designer did) and you're trying to see what they saw.
I remember being a kid and using the Vvardenfell physical map to navigate the world. It's cool seeing stylized representations of interesting places to get you excited, and then actually seeing them physically and experiencing their actual scale.
yeah, they really feel like someone that roughly knows the area drew them.
the major landmarks are in there, but distances and proportions and other details might be somewhat wrong.
Sure, it's not totally unique. But it's a recent one that stuck out to me, and more so due to the VR controls making you actually have to pull it out of your pocket.
I love diegetic maps. They can contribute to story telling and immersion.
I hate Skyrim's in game map. It's cute the first time, but it's simultanously immersion breaking and communicates next to no information. It's like the worst of both worlds
ayoo this thumbnail kinda looks like two different photos of a buncha weed, and all i'm saying is, i'd rather smoke the map on the left. that map looks like it has mad THC trichomes on it and shit.
>zero trannies or chud-likes
>an element of danger to the exploration
obsessed
Get help you obsessed schizo
>how involved should mapping a location be?
Have it from the start?
Need to step foot in it to map it?
Collect a map?
Something more?
The most fun I've had in ER was like this.
So none of the above.
You should draw it yourself.
you mean irl, or does whatever the fuck you posted have some map drawing function
newfag
>reach new area
>big map in pause menu unlocked but unmarked
>complete fun minigames to unlock minimap and other useful markers
>complete fun minigames to unlock minimap and other useful markers
This kind of thinking is what gave us Ubisoft Towers, so no thanks.
>dont do better, just stop thinking it only causes trouble
this is the kind of thinking that leads to dying.
>give player drawing tool
>some template images like hills, castle, tree, etc.
>draw your own map
There
Left has a cool hand drawnkind of style making it seem like a map the player could also be carrying in game. Right feels completely digitized representation as if no awareness it's for a game.
This is an issue I have with Tears in general, it looks game-y instead of immersive - shit like a Celsius marker on the UI really takes me out of the experience. Though I suppose that's up to personal preference.
>shit like a Celsius marker on the UI really takes me out of the experience.
Seriously. I get he's holding a PDA (which is dumb in and of itself) but why should we assume their world uses Celsius? Just use made up units, or a cold meter, or something.
You can turn on pro mode and it hides most of the ui
Retard. Link is carrying that fucking digital device with him of course the map would be in that digital style along with the art style of the device aswell as all the other ancient tech
cope
>carrying that fucking digital device
so.. soulless
That in itself is retarded. You're making excuses for it, as if design is dictated by lore and not the other way around.
the shiekah slate/purah pad is genius design because it canonizes the menu itself and explains it in-game. the aesthetic is gay but it's objectively the best way they could have done it.
That's fucking retarded. It's a menu, it doesn't need to be "canonized". Do you expect movies you watch to have an in-universe explanation for your video player UI?
tons of old games thought out the menu's in-game representation, through shit like maps, stone carvings, etc. some went farther than others, but over all it gives the game flair, and makes it feel more complete and immersive. games NOT doing that, instead using ugly teal/orange monstrosities, is a much more modern thing.
botw/totk just found a way to do both. it's much better than the modern alternative and improves the gamefeel.
>gamefeel
Ok see you had me up till that point, but you oversold it. Still good bait, just dial it back a little.
while I did add that word to piss you off, the post is 100% sincere. expressing the menu/map within the game's logic and artistic style is leagues better than the generic teal/orange trash UI designers have been peddling for the last 10 years.
No, it's a retarded attempt to shoehorn in the WiiU gamepad because they didn't have any idea how to use it in a meaningful way.
I love this game because it's gamey, I don't think it would work as well if it wasn't. Copy-pasted scenarios like the koroks asking for help to reach their friends don't bother me in a Zelda game, copy-pasted catacombs and caves completely destroyed my enjoyment of Elden Ring though.
>copy-pasted catacombs and caves completely destroyed my enjoyment of Elden Ring though.
And I'm assuming you hated the copy-pasted shrines in Zelda, right?
>Copy-pasted scenarios like the koroks asking for help to reach their friends don't bother me in a Zelda game
That's because you're a brain rotten tendie gay
Left is a fucking square and does not ressemble real geography.
https://www.nexusmods.com/skyrimspecialedition/mods/37238
This mod makes it so you need a map item and that map item breaks with use. I feel like there is actual value to this approach, where each time you open the map you're expending a resource, and navigating via landmarks or signposts becomes more valuable.
maps don't disintegrate on use.
Igavania's could use better maps
Mapping as you explore is fine, but the whole thing is just too samey looking
I remember enjoying BOTW for a week but Elden Ring absolutely enthralled me for an entire month or two, I haven't been sucked into a game like that since Monster Hunter 4U
man what happened to nintendo
Zelda doesn't, and they didn't fix the map in the sequel? Fuck them!
>trying to ridicule valid criticisms by appealing to anti-intellectualism
tongue my anus carpetbagger
I don't like the soulless meme but this is one of the few good examples. I loved starting out in Elden Ring and looking at the map to figure out if someone on it was just decoration or something worth investigating.
Don't know what that game on the right is but that's ugly.
soul
love the kingdome come map
The treasure maps in KCD were great. Hope they have a fuck ton in the second game.
I love that feeling of matching the hand drawn map and symbols with the real space and objects in the world. It feels like, you know, a person actually drew it (which a designer did) and you're trying to see what they saw.
I remember being a kid and using the Vvardenfell physical map to navigate the world. It's cool seeing stylized representations of interesting places to get you excited, and then actually seeing them physically and experiencing their actual scale.
yeah, they really feel like someone that roughly knows the area drew them.
the major landmarks are in there, but distances and proportions and other details might be somewhat wrong.
>soulles
wut
No maps.
S O V L
I dig it. Similar to Resident Evil 8 VR, where you have to physically pull out the map and look at it.
There are several games that do this
Sure, it's not totally unique. But it's a recent one that stuck out to me, and more so due to the VR controls making you actually have to pull it out of your pocket.
fuck now I want to play metro again
Didn't a few of the Far Cry's have a map like this? Diegetic/skeuomorphic UI features are always the coolest.
Far Cry 2
Someone post the "Europe has unrealistic cartography"
atheists can't meme
almost funny. Iberia does kind of look like the Arabian penninsula from that angle
S O V L
Why is that one part on left red?
There's a reason they call it the "scarlet" rot.
do yo umean right? it's because aids
The aftermath of a Woman Moment.
the entire game is the aftermath of one woman moment after another
I love diegetic maps. They can contribute to story telling and immersion.
I hate Skyrim's in game map. It's cute the first time, but it's simultanously immersion breaking and communicates next to no information. It's like the worst of both worlds
Elden Ring nails it by having extremely visible topography which is very important in a game with so much variation in elevation.
?
S O V L
ayoo this thumbnail kinda looks like two different photos of a buncha weed, and all i'm saying is, i'd rather smoke the map on the left. that map looks like it has mad THC trichomes on it and shit.
I liked that Arthur scribbles all over the RDR2 map
>hand drawn = soul
>computer generated = soulless
The image answers itself idiot.
Elden Ring's map always annoyed me because it had like random bits of collapsed bridges everywhere but no logical reason for them to be there.
>no logical reason for them to be there.
Just need someone to make a 10 hour video essay making up a logical reason for it
If you mean the ruins, they're supposed to be fragments of Farum Azula that got blown off after Astel hit it.
a map you have to draw yourself