Hand-drawing dungeon maps may sound terribly dull, but it was a core feature of some of the biggest RPGs of the 80s.
I also wouldn't want to play most modern RPGs having to draw my own map, but there's a good reason why some dungeon-crawlers are still designed around that idea🧵
In these type of games, each dungeon floor is roughly a 20x20 grid. It varies with each series, some games even came with branded graph paper!
It is limiting, but that's the point: you know you are in one of the squares. And spells like Wizardy's DUMAPIC gave you X,Y coordinates
You start at X:0 Y:0, at each step you draw what you see: wall, door, corridor, etc.
To challenge your map skills, devs added things like dark areas, one-way doors, secret entrances, warp-around maps, chutes, and traps that rotate / teleport your party - often with no warning!
At first they're gentle. Wizardry's 1st level has a dark area (you can't see anything), but if you've explored the surrounding rooms you'll know its rough shape before going in
That's also how to search for hidden doors: you look at your map and there's suspicious empty areas...
Of course, once you master the concept, the maps can get very cruel. Wizardry 4 is infamous for this.
One of its levels has 16 similar blocks, connected by spinners that randomly rotate you - without telling you! This is a nightmare on paper, but would be trivial with an automap
And if you have a standard, subverting it is fun! Wizardry V added massive maps, some as big as 73x40!
And this wasn't explained anywhere, the box just said "game is bigger!". Players expected a 20x20 grid, but got a corridor intentionally made to not fit on A4 graph paper lol
Since the mid 90s hand-drawn maps were mostly replaced by automaps.
Only hardcore titles like Elminage Gothic or Wizardry: The Five Ordeals still require it, but with an added convenience: limited spells & magic items can give you a glimpse at an automap, helping you make yours:
It sounds easy, but maps are rare at first. And late dungeons have "no-magic" areas with teleporters / spinners, so you'll get a pure mapmaking challenge once in a while.
It's kinda like when Etrian Odyssey has teleporters that don't show on the automap - you have to write them.
In the end, what's important is that player and the game both agree on what kind of experience they are in for.
Wizardry 1 is still great, but it was made for hand-mapping. Some ports add automap, but it's like playing Final Fantasy with unlimited HP - it's a partial experience.
BTW, real-time RPGs like Dungeon Master & Eye of the Beholder also didn't have automaps, but their real-time nature and more linear progression makes handmaping a pain... I think the community as a whole agrees you should use automap mods like All-Seeing Eye or Grid Cartographer.
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Wuxia RPGs have been going through a revival this past few years - some are real masterpieces, others are a bit janky or confusing but still very interesting.
Here's my favorite ones - all available in English (officially or not)
There's various Wuxia-inspired RPGs but IMO the most iconic are the open-world ones - create a character and go out learn martial arts, make choices & forge your own path!
A lot of people asked me for tips on how to play older non-English games, so here's four amazing resources (besides DOSBox & emulators):
1 - MORT:
An OCR tool to automatically translate on-screen text, IMO it's easier to use than Ztranslate. A must-have! github.com/killkimno/MORT
2 - Locale Emulator:
Allows you to fake the system language / time zone you're in. Many older games REQUIRE this to display text correctly and sometimes to even run at all (especially Korean, Japanese, Chinese and Russian games). xupefei.github.io/Locale-Emulato…
3 - VMware Workstation Player:
A free virtual machine. Install Windows XP on it and you'll run most games of the late 90s and early/mid 2000s. AND it runs on a window, so you can use MORT to translate older fullscreen-only games :) vmware.com/products/works…
First demo of Steam Next Fest I've tried was MULLET MAD JACK, an insane first-person Hotline Miami roguelike with a time limit - kill something every 10 sec or die lol
I like the idea of a co-op first-person dungeon crawler, but: 1- It's the slowest & least satisfying melee combat I've ever tried 2- It's so aggressively a "game as a service" that I was tired of it in 5 min store.steampowered.com/app/2448970/Du…
Third demo is Caribbean Legend:
It's a remake/remaster of the Sea Dogs/Age of Pirates/Corsairs series of Pirate RPGs!
Honestly, it looks 95% the same but with better UI... early to say, but if this fix the bugs & adds cool content, it's be VERY worthwhile store.steampowered.com/app/2230980/Ca…
Ugh, every outlet is doing that "Steam had 14,000 games!" news from SteamDB in an alarmist tone.
Pls remember itch,io also exists, and that this ship has sailed - you'll never play all games, like you'll never "consume" all books, songs & movies. Move the discussion forward, FFS
I think the "consume" perspective is what gets people so anxious... in the 2000s it felt easy, you had like 5-10 AAAs per year that were "the big video games", only weirdos cared for Flash, RPG Maker & indies.
Now you can't "consume" all big games of 2023, so FOMO goes crazy :P
Like, you're an RPG fan in 2008?
Play Fallout 3 and Fable II.
That's it. Everything else was considered eurojank (Drakensang, Sacred 2), "outdated" JRPGs (The Last Remnant, Tales of Vesperia) or niche 7/10 RPGs no one talked about (Mount & Blade, NWN2: Storm of Zehir).
It sucked.
I want to talk more about these books (both freely available), I think they're great conversation starters
-The 1st has two journos examining why games & games journalism aren't mainstream
-The 2nd shows how games are a cultural field and "the games industry" is a tiny part of it
IMHO, The Videogame Industry does not Exist is brilliant. It lays out how silly it is to focus so much on AAAs and big studios when more and more games are made by small studios or as hobby - like garage bands or hobbyists. It's how it all began, with hobbyists sharing free games
To read Mainstreaming and Game Journalism after it can be jarring. Some parts are borderline "why the shadows in Plato's cave aren't more popular?" - but it's also aware of issues like how "non-core" games like Farmville are ignored by an industry obsessed with its own legitimacy