In the latest expedition through the Lair of Secrets, David Moore, Ken Newquist, and Chris Miller delve into the art of map design, specifically focusing on the peculiarities and challenges of modern and near-future maps in gaming.
The discussion kicks off with Ken recounting his creation of the "worst best map ever" for a Mothership one-shot, set in an undersea research station on Europa. The map's illogical design, inspired by cost-cutting corporate efficiency, leads to a hilariously challenging game play experience. The trio explores the importance of verisimilitude in modern maps, contrasting it with the more forgiving nature of fantasy settings.
They discuss the balance between realism and game play, emphasizing how a poorly designed map can ironically enhance the fun by creating unexpected challenges. Throughout the episode, they share insights on using real-world inspiration, the value of theater of the mind versus detailed maps, and the importance of considering player expectations when designing game environments.
View the worst best map ever in all its terrible/great glory.
Quotes
"Worst best map ever."
"No, there's no vents. What are you talking about? It's the future. There's no vents. There's no ventilation."
"Who designed this place? What lame-ass industrial designer put together this underwater station?"
"In a horror game, the worst maps make for the best stories."
"If you're in the real world, you want to know: where are they storing the garbage? Is there a generator?"
"Accessibility in gaming isn't just about ramps—sometimes, it's about maps."
Chapter List
00:00 Introduction and Setting the Stage00:49 The Best Worst Map Ever04:32 Exploring the Map's Flaws08:46 Player Reactions and Enjoyment13:34 This map is horrible, don't change a thing17:29 Designing maps for modern and near-future settings20:01 Incorporating real-world inspiration into map design24:29 Theater of the mind vs. tactical maps27:40 Considering objectives and player interactions33:59 Using zones and index cards for abstract map design40:45 Balancing stock maps and visual aids
https://www.youtube.com/watch?v=G3M3pRCCjqc
Show Notes
Ken's "worst best map ever": Discussion on the design and gameplay challenges of an illogical map for a Mothership scenario.
The importance of verisimilitude in modern and near-future maps.
Contrast between fantasy map design and modern map design.
The balance between realism and gameplay in map design.
Discussion on using real-world inspiration for map creation.
Theater of the mind vs. detailed maps in gaming.
Accessibility considerations in map design.
The value of stock maps and reusable designs in gaming.
Audience engagement: Inviting listeners to share their thoughts on map design and to suggest ideas for an archive of free maps.
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