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Sure, but in that respect, I think the world map concept isn’t really superior to some kind of interactive map with a scale, or the description of travel between locations shown in Monkey Island (shown between 8:49 and 8:55 in this video).
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mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} </style> <![endif]-->I disagree. Not only is the kind of map you show here even more abstract, it offers less interactivity, which is arguably one of the most important aspects of video-games.
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The sense of scale given by the world map remains very subjective. How much distance would there be between Midgar and Kalm, based on the world map presentation? 2 km? 5 km? 10 km? 50 km? More? It’s anybody’s guess, really. The time it takes to reach the destination doesn’t really give much of a hint either.
I don't see why that is a problem?
I said the overworld "let's me appreciate the scale the world is supposed to have". I did not say that it gives me a "definite sense of scale" - which I don't think it does not should require to do to begin with.
In either case, is it less or more subjective than the other abstract world-map alternatives?
In most case I would argue less, which makes this objection moot in either case.
I think the notion of how much distance it would be depends on how it compares to something relatable – and I think most people would relate it to the scale of worlds in other games.
That would be your problem though wouldn't it?
I don't do that, so it's a non-issue for me - and gauging by the reaction to this thread, most of the other people here don't do that either.
The notion of distance to me, or how I envision it playing a game is by looking at how the various components of that game fit together internally, and then doing a little bit of common sense deductions of the subject matter based on what is likely to have been intended by the creators, which is fairly easy to do seeing as how they're likely to be working with similar frames of reference for reality as we know it, seeing as how we're all human being living on planet earth.
So even when I see Midgar represented only by a limited amount of frames, I still take notice of all the stuff towering in the background that I don't get to visit and deduce from this, that Midgar is a huge city.
I hit the world-map, and I see Midgar taking up a large amount of space on what is a graphical representation of an entire continent, and I deduce from this too, that Midgar is indeed huge.
I do not do this for Cloud's representation on the map, because I've seen Cloud's size relative to Midgar when he's inside the city, and so I realize that his size on the world-map is an abstraction allowing for ease of travel, and for the player to be able to see both him, and as much of the map as possible at the same time.
When a game, like FFX or FFXII do not provide me similar frames of reference, I am left more, if not completely, in the dark in regards to scale up until the point I receive the quick travel map, at which point the illusion of the game being in-scale is entirely broken, because I now realize that not only have I not realistically, in-scale, traveled the distance the game now tells me I have - but I was never presented with any game-play or meaningful visual cues to tune me into that fact prior to receiving the map, and that feels cheap to me.
You go on later in your post about how you don't feel like this applies to FFXII due to how the environments are designed, showing the next location looming in the back-ground, changes to the weather etc. but that doesn't cut it for me.
Not only is this not always true for the maps as they transition in FFXII, it's true for a lot of the map transitions in FFX, that for some reason don't get the same flack as FFXII, showing a decided selection bias on part of the people making the distinction, probably due to the fact that they dislike or like each game on so many other levels as well, and can compartmentalize it.
In fact, this kind of screen composition has been going on since FFVII, and the FF franchise's move to 3D, and they used a world map on top of that as well.
The fact of the matter though is that you're still left wondering to a much larger degree, what sort of distances you're supposed to be spanning between each location, you're not given any interactivity when those gaps are bridged between locations on loading screens, and you're still supposed to be running across continents/countries despite the fact that what the game-play and visual cues are telling you don't make sense of that. You're not given any sense or even meaningful interactive simulation/illusion of doing so.
FFI-IX simply went "These are world-spanning adventures, but we can't actually give you that granted tech limitations, so here's an abstraction".
FFX and FFXII went "Look at how real this is - we've made everything in scale to make things feel more immersive" despite still not having the tech to make a proper sized world, leading to my mind, to much larger cognitive dissonance.
When you run the distance from Kalm, to the Chocobo farm, through the swamp, through the cave, past the Condor Fortress, and into Junon, you're given constant close-up visual cues confirming the scale in the same way as FFX and FFXII, on top of which no arbitrary distance is ever covered during a loading screen, on top of which you can constantly move about, go off on detours, and even engage in non-linear game-play (crossing the swamp with/without a chocobo, doing the Condor mission or skipping it, getting Yuffie, or not) on what could very well have been reduced to a black loading screen on any PS2 FF game.
On a personal level, back when FFVII was released, I did perceive the world was huge, because it was the biggest environment I got to travel in a video game.
I think you're doing the game, and your own mind, discredit if you think that's an accurate reading of what was going on in your brain when you perceived FFVII's world as being huge.
The entire game is carefully crafted to generate the illusion of size, despite being set in relatively small, divorced environments.
Its environments might very well have also been the biggest ones of any video game that you had played at the time, but they weren't the biggest ones of the time period, and plenty of people having played games with actual bigger environments, then and now, will still walk into the game and appreciate its sense of scope.
The world map is arguably a large part of building that feeling.
Now that I’ve seen much bigger video-game environments (often describing a much smaller part of their respective worlds), the entire world presented in FFVII world map looks very small to me. In a sense, it is similar to how my perception of urban environments in video games has changed – now old-school RPG towns look pretty silly to me. For Midgar to feel “huge” in FFVII remake, it would need to be orders of magnitude larger than it was in the original.
Again, that would be due to your specific personality.
For me, it depends entirely on what game I'm playing and why I am playing it.
I didn't sense that the traditional small and unrealistic towns of old JRPGs felt out of place in I am Setsuna, which is a contemporary game.
There's a place for realism and there's a place for fantasy. There's a place for game-play systems aiming to simulate/emulate reality, and there's a place for purely abstract systems existing for their own sake entirely.
Sense of scope, or size is not somehow inherently linked to realism, nor is realism necessary to efficiently convey it.
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The entire point of this article, and most of the people who argue the merit of the overworld, is that ultimately this fantastical abstract better conveys sense of scope while providing a base for game-play, and without creating stylistic inconsistency than what some would consider botched and inconsistent realistic approaches.
Cognitive dissonance is born from elements that feel incongruent with one another, and the gap between abstractions and realism will always stand out the larger propensity of use for either one.
Ridiculous fantasy in a game that is generally ridiculous is not going to feel as inconsistent as one fantasy element popping up out of nowhere in the middle of an otherwise realistic story.
FFVII's entire presentation is decidedly absurd, unrealistic, filled to the brims with abstractions, and really, it is just totally mad.
Within that package, the "silliness of a giant Cloud walking across a miniature planet" should not seem out of place unless your view of the rest of FFVII is severely skewed by selection bias by focusing only on the serious elements of the game.
What the overworld does do though, is allow for
a sense of scale, interactivity, additional exploration, and visual cues to bridge the travel gap between distinct locations - something which no other system of the time could do and could not until we finally figured out the open world RPGs of today - which I also happen to like btw.
My issue isn't with the overworld being ditched in and of itself - my issue is it being ditched prematurely long before Square had anything good to replace it with.
Going into some of the specific of conveying scale from your post though :
One factor which is missing from the PS1-era world map is the notion of how much “in-universe” time it takes to cover distances.
Is that necessary to convey sense of scale though?
Also, from a game-play perspective - I'd still rather have a game give me an overworld, or a full-scale open world to traverse and interact with between locations, than just teleport from one area to the next ones I hit the map limit, and then get presented with some sort of symbol for the passage of time to show "how long time it took" to do something that I for some reason, as the player, was not allowed to do.
Of course, I’m not criticizing the absence of day/night cycles in FFVII, since we began to see dynamic lighting in games about 8 years later.
You don't need dynamic lighting to create day/night cycles in games. Games have had those since the SNES days. Legend of Zelda on N64 had those.
FFVII could easily have had them to, if the devs thought it would add something of value to the experience.
They probably didn't, which is why FFVII, nor any of the following ones feature day/night cycles.
I’m simply saying that including the notion of “travelling time” is one of the best ways to give a good idea of distances.
If you were to give realistic measures of scale to a game like FFVII using time, you'd have to spend ages on abstraction showings us the weeks and months it would take for those travels to come to an end, unless we presuppose that the world is actually really really small, or unless you're skimping on the time presentation, in which case :
What would that accomplish and what would be the point?
When I say "give a sense of scope" - this is not me saying that the world map tries, aspires to, and/or succeeds in giving an accurate sense of the size of the world.
Rather I'm talking about its function in terms of visceral estimates.
We assume it's roughly the size of an earth-like planet - we assume the the continents roughly match up with continents in the real world. That's all you need - because that's all we know.
Secondly, I'm talking about its value as a stylistically consistent part of larger game's ecosystem.
Thirdly, I'm talking about its value from a game-play perspective.
Problem is that we make those same kind of assumptions for FFX and FFXII, yet they not only do not make up that kind of land-mass in-scale, which is true for all FF games thus far, but they also don't actually present much of anything to fill out the blanks we know must exist between each map.
You might feel that they don't need to as long as you can see the edges of the next map looming in the horizon - to me however, that's not enough.
It cheapens the experience for me.
I would think that I have been much more indifferent to the removal of the airship in later FFs than most. Fun? Sure. Immersive? No. To me, the airship had mostly the “fun” value about being able to quickly navigate with a sort of bird-eye view to the location you wanted without the hassle of random battles (and having a “mobile base”. However, I didn’t find that being able to fly around the world under a minute was helping to give the world a proper sense of scale.
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Then again, nowhere did I say that the air-ship was any of those things - I was simply lamenting its removal, in fact thinking about it fondly due to how much fun I had with it, and the fact of the matter is that the overworld was what facilitated the interactive airship of FFI-IX.
I reject your distinct use of the term "immersion" though - as there are many ways for something to be immersive.
Fun is immersion.
Immersive fun, I would argue, is most of the time more important in a video-game than the sort of immersion I think you were thinking about when you wrote this post.
The problem throughout your post is that you seem to labor under the perspective that everything in a video-game exists for the purpose of creating narrative immersion, or if not, that for whatever reason, you've singled that out as a complaint to latch unto in regards to the overworld despite the fact that the article, and I, am not making an argument about the overworld resting solely on that.
It's a composite argument consisting of several different parts.
Even if it were the case that the world-map did not help people with narrative immersion in any sense what so ever, everything other function it does serve would still be true.
Here's the thing - as a gamer, I have more fun controlling a character, or a vehicle than I have making choices on a list when I could be moving my character through game space - and thus if the removal of the overworld means less interactivity in regards to moving through game-space, I consider that a loss.
Also, if it means that I'll have less reference points in terms of the world in order to deduce things like size and scale, I consider that a loss.
Now, if your means of satisfying the latter means sacrificing the former, or vice versa, that's not optimal to my mind.
That's why the overworld is great.
Having an overworld in FFX or FFXII on top of everything else would not in any way detract from game-play or the story as far as I can tell.
It would however add many things to them, improving upon the experience.
That's the end-argument for me in this regard and why the overworld was a good game-play element.