How our perception of space in games changes depending on our maps

The first thing I loved about games was exploration. I remember the layout of The Legend of Zelda’s Hyrule better than that of my elementary school. I spent considerable time trying to reconcile it with the map of Zelda 2 just to understand the world better. I played through Doom and Doom 2 on God Mode because I liked walking around the 3D levels finding secret rooms. I discovered MUDs (Multi-User Dungeons), the Zork-like text-based precursors of the MMORPG, and spent much of my adolescence wandering around in them and furiously sketching up maps. I didn’t like fighting, I tolerated puzzles, but setting foot in some virtual place I’d never been was a thrill every time.
When I talk about exploration, I don’t mean movement in general. A lot of movement in games happens between a known Point A and Point B, with a clear expectation of what happens at Point B. For example, I need to get my paddle an inch upwards so it intersects the pong ball. Exploration, on the other hand, is the kind of movement where Point B is unknown or poorly defined and you don’t know what to expect when you get there. You wander around a bit and see what happens. It’s one of those mechanics that not every player enjoys, but those who enjoy it tend to think it should be in every game.

I am content to explore for exploration’s sake, but in most game design exploration is a means to an end. The purpose of wandering around varies according to the nature of the game world and the objects in it. In many RPGs exploring will reward you with side quests or unique items. The effect is to reward the player for a lack of focus on primary goals and to imply that the world is filled with interesting things just outside your field of vision. This is exploration used to bolster the illusion of a large and active world that doesn’t entirely revolve around the player character. By contrast, in adventure games, exploration mainly leads you to items and locations to be used as puzzle fodder. You learn to view the environment in terms of its possible functional properties.

Games use exploration for a variety of purposes, but a common theme is that the player is building up mental map of the world. This is what distinguishes free exploration from goal-directed movement. It’s like the difference between learning a route by walking it or consulting a map, or learning a route by following a GPS device. If you just follow someone else’s directions step by step, you don’t really learn the space. Games force you to explore when they want you to build up a mental map, and players explore when building that map is pleasurable to them.

That was me when I played text MUDs as a teenager, including AOL’s Dragon’s Gate (whose developers went on to create the early MMO Dark Ages of Camelot) and the hardcore-roleplaying ArmageddonMUD. I just wanted to see everything the game world had to offer. I walked around alone for hours, mapping the unpopular and lonely spaces that other players didn’t congregate in. In Dragon’s Gate I found a little village by the ocean, a charming but empty city in the treetops, and a vast desert devoid of all life except scorpions, which I diligently ran away from. Spending all my time walking around did not make my character much of a fighter.

I brought back piles of maps from these explorations. I scratched them out on graph paper with tiny, weird labels and annotations. In many ways, this was the point of my travels. Once I’d mapped an area I felt satisfied with it and was happy to go back to town and dick around with fairies some more. I kept the scruffy little maps in a folder somewhere, ready to be pulled out if I suddenly needed to check whether a store had any new rare hats, or to seek out any new areas that were rumored to have opened up. The rest of the time I just sat around some dense room in the central city, idly performing pointless roleplay macros and waiting for something to happen.

That these maps were drawn out on graph paper says something about the game worlds I was exploring in MUDs. These worlds were graphs. A MUD, like a text adventure or interactive fiction game, is made up of rooms with directional connections between them. These spaces are naturally represented as boxes with lines drawn in between. Each room is its own separate space. This is not unique to text-based games. Early graphical adventures borrowed the same basic structure from their predecessors. In games like those in the King’s Quest series, you could walk around within a room, but you couldn’t move smoothly to the next room. You were still choosing to go east, west, north, or south, and popping into a brand new space accordingly. Expand the size of the rooms and you end up in the big linked spaces of the 3D Final Fantasy games and any other modern game with disjoint levels. There’s no real map there. The world does not exist as a continuous space. You can build mental models within rooms, though. As the rooms get larger, the boundary between graph and map gets fuzzier.

That boundary between two separate spaces, like two rooms or two levels, changes the nature of the steps you take. Every movement in a game opens and closes some possible actions. Moving between two rooms in a graph makes for a sudden, drastic change in this space of possibility. Moving around a map results in smoother transitions. This leads to a drastically different experience of exploration. When a world is a fully continuous map, as it is in open-world exploration games like those in the Elder Scrolls and Grand Theft Auto series, learning the space is more or less like learning a space in the real world. When a world is a graph, you’re learning a lot of relationships between abstract objects.

With my abiding interest in mapping, it’s perhaps not surprising that I became infuriated when my maps got hard to make. Impossible spaces made me angry. They were rampant in those MUD worlds, though, as there were no constraints to prevent them. The world was a purely abstract graph of rooms and links between rooms. There was no reason those links had to correspond to a physically plausible configuration. The vastness of the desert was conveyed by the use of repeating rooms. Walk as long as you like in a certain direction and all you would see is an infinite array of identical “sandy wastelands” with the occasional scorpion. This is a common trope in games with a graphlike spatial representation. Old-school graphical adventures like Sierra’s King’s Quest V and Conquests of Camelot used the same trick. I would patiently head north over and over, marking down the identical squares on my map, only to die of thirst or some such damn thing. Other times, the graph would screw around with directions to create a sense of disorientation. Going north and east wasn’t always equivalent to going northeast. My graph paper got overplotted and violently erased; sometimes I had to throw it out and start over.
This sort of thing made me angry. I wasn’t just making those maps as a recipe to get from point A to point B. I wanted to understand the world I was walking through. I wanted to believe it represented a coherent space where the mountains cut across here and the the desert begins and ends here. The infinities and overplottings didn’t just annoy me by messing up my graph paper. They made it hard to reason about the world. I wanted to know how big the desert was, not just how to get across it.

The more impossible the spaces get, the more abstract the world becomes. You can no longer use your real-world mental mapping abilities to learn your way around. Knowing how to get from Point A to Point B becomes more like knowing the constraints of a puzzle. Exploration is less about wandering, and more about searching.

When I play in game worlds with continuous maps, it feels like coming home. My first game of this kind was Morrowind, and it made itself thrillingly available to my spatial reasoning from my first steps onward. Spaces were rigid and made sense; buildings were as big on the inside as they looked on the outside. Going north then east meant going northeast every time. Deserts obeyed the constraints of Euclidean geometry. I didn’t need to draw maps anymore. The big, charming fold-out map that came with my game actually corresponded to the world in a predictable way. When I wanted to go to some town, I just pointed it out on my map, found a path, and went there. This was so new. Every other map of this kind I’d seen was an approximation of a graph, and often a loose approximation at that. If I tried that shit in A Bard’s Tale I’d end up at the North Pole. This changed everything.

The shift from a graph to a continuous map has profound effects on exploration, in large and small ways. Logically, it leads to a more cohesive space. Transitions between areas need to be justified and bound together. A graph can dodge this work, but a fully visible, continuous map must articulate every step. As a result, the map creates a unified world with interesting in-between places. You can see the landscape change from farmland to foothills to mountains. Graphs can represent these transitional areas, but the hard boundaries between rooms make for an awkward fit. The foothills are now a separate area with its own boundaries between farmland and mountain.

At the same time, soft boundaries create problems of their own. They force a certain amount of extra space in between regions to allow for gentle changes. Great spaces are tiresome to explore, even for the most diligent. The challenge becomes making transitions feel appropriately gradual while reducing travel time. Fast travel is a crude solution, and in any case, it doesn’t help with the first journey to a location. This problem is trivial in a graph world. Each room can represent a variable amount of space, so spaces contract and expand as the designer wishes. It’s a great power. Multiplying rooms makes the desert feel interminable, while a less important vast region can be shrunk to a single point. The impossible spaces that frustrated my map-making abilities so much are a great tool for controlling the pace and emphasis of space.

A continuous map doesn’t have the same luxury, so tricks must be employed. Both Morrowind and Skyrim make liberal use of mountains to separate spaces in a seemingly organic fashion, throwing up hard boundaries in a soft-boundary world. This adds more control to the pacing of space by making parts of it harder and slower to traverse. It also separates and contains spaces, making areas feel more distant than they really are Oblivion avoided this trick, and as a consequence felt small, despite the developers’ frustrated insistence that the map was 16 square miles to Morrowind’s 10.

There was a period in college when I spent my apparently considerable leisure time split between the wide open spaces of Morrowind and the lovingly written rooms of ArmageddonMUD. I had plenty of time to consider these differences, and how they affected my behavior. The memories come back to me now as I play Skyrim and try (against great odds) to cultivate an appreciation for interactive fiction. I love exploring worlds in both kinds of games, yet the spaces are so different I’m not sure it even makes sense to call the activities by the same name. The feel of exploration is deeply dependent on the nature of the space and the steps you take in it.

8 Comments

  1. googlelabs

    I loved map-making back in the olden days – although I was generally mapping British-style open worlds rather than the node graphs of adventures.
    These were usually set out on some kind of Cartesian grid, making them internally coherent.
     
    I remember the land of Midnight spreading out on a massive piece of graph paper, with allies dispatched in all directions to find new mountain passes and hidden keeps. Sadly undermined as I think you got shoved out of your square by opposing armies (I think).
     
    The city networks of Zoids (C64) were rendered in different colours, forming a massive, Pac-man style maze letting me know where to place mines and avoid defenders.
     
    Mercenary was completely continuous, but sited its buildings on a coordinate grid allowing you to scout for interesting looking buildings.
    Wandering  off its linear, vector road grid turned up some useful surprises, as did the coordinate-less wasteland beyond.

  2. I love this. As a kid, I mapped out the entire underground rail system in Myst’s Selenic Age, not realizing (out-of-date spoiler warning) that the beeps and buzzes the car made were actually directional cues. Needless to say it took me a long time to find the return Myst book. I wonder if we were just more patient when we were younger. I can’t imagine putting up with that kind of laborious process now (although I did try my hand at a text adventure for the first time not long ago).

    • LineHollis

      @jonahstowe I did the Exact Same Thing in Myst. The best part was that I made a mistake at some point and became convinced that the whole thing was a trick somehow. I was almost in tears of frustration when my mom told me she got through by just listening to the sounds. “It’s intuitive! That’s why I love these puzzles!” she says, as I storm off to do something needlessly violent to a sheet of graph paper.

  3. edclef

    Hey, as I already mentioned on twitter, this is great and is personally really useful as I’m in the very early stages of thinking about a new exploration game (after I’m done with Proteus).
    So far my main criteria are that 1) locations are discrete rather than continuous, allowing for some nice granular survival mechanics and 2) it should be first or third person with a near-ground-level perspective so that the player is *in* the landscape, not just moving a token on a map.
    Letting the player make their own maps (on paper or just mentally) is probably quite important, but for me it’s annoying that this seems to imply perfect dead reckoning or path integration ( http://en.wikipedia.org/wiki/Dead_reckoning , http://en.wikipedia.org/wiki/Path_integration ). So, if you head South, South, East, East, North, North, West, West, you can be guaranteed to arrive back where you started (assuming no walls – maybe in a desert). Of course, this even works in a location the player has never visited before.
    Maybe in practice it doesn’t matter, and it’s just a forgivable quirk.

    • @edclef I think I see what you’re saying; the grid isn’t just an abstraction of space, it’s an abstraction that forces the player character to have unerring navigation skills. Maybe that’s part of the reason for impossible spaces in text adventures and the like? That’s interesting – implies that part of what I like about exploration in games may be the power fantasy of perfect pathfinding!

  4. Oh, I love this. I came to gaming pretty late, but even still I remember mapping out things like the gargant tunnels in FF9, or the temples in FF10. Every day I make maps, and sometimes I can just get lost in the mechanics of it (work, work). It’s nice to be reminded of the joy of exploration, whether it’s mentally mapping the world of a video game, or visually exploring a paper/digital map and wondering what secrets lie within. It sounds like a career in GIS would fit you really well. 🙂

  5. john_brindle

    You’d hate the roleplay campaigns I organise in World of Warcraft! That game’s great strength is its beautiful environments, its mountains and waterfalls, all the things you can find and explore at will. The first Guild Wars was never plausible as the WoW-killer it was touted as because it consisted of tunnels with invisible walls, FF10 style. By contrast, WoW is a world the player can explore at leisure – and, what’s more, in the company of her friends. I used to stay up until 5am exploring with my friend. We were both capable of stealth (druid and rogue) and would probe areas far beyond our levels, including the capital cities of the enemy faction.
     
    Unfortunately, this also means the world has to be navigable for players on foot in reasonable times (i.e. minutes to hours). Someone did the math. Azeroth is tiny. Its major continents are about 20km long, which means that, in order to have normal gravity, it must have a super dense core of some kind. (http://stuffplusplus.wordpress.com/2008/08/26/the-size-and-physics-of-azeroth/) If you’re trying to roleplay a long and arduous Fellowship style journey (actually more like the ice crossing in The Left Hand of Darkness, or the Chinese Long March), the world as presented simply does not sustain it. 
     
    The WoW lore ‘solves’ this problem by saying that the world as shown in the game is a kind of metaphorical scaled representation of the ‘real’ world, for which actual statistics, distances and population sizes are given in the RPG books. Problem is, that means the ‘real’ space is an imaginary arbitrary space, while the actual space to be explored is supposedly a fake space. This leads to some bizarre situations. For instance, in one event, we all gathered in a barren, empty zone that takes maybe 1-2 minutes to run across…and stood still while pretending to walk along it. Every half hour we moved forward a little bit, simulating a journey that took two and a half weeks. In order to make our storylines work we have to deliberately operate in the realm of completely imaginary space, and use the actual, explorable space which is WoW’s raison d’etre as little more than a creative prompt – stage dressing.

  6. john_brindle

    If impossible spaces piss you off you might not like the roleplay campaigns I organise in World of Warcraft! That game’s great strength is its beautiful environments, its mountains and waterfalls, all the things you can find and explore at will. The first Guild Wars was never plausible as the WoW-killer it was touted as because it consisted of tunnels with invisible walls, FF10 style. By contrast, WoW is a world the player can explore at leisure – and, what’s more, in the company of her friends. I used to stay up until 5am exploring with my friend. We were both capable of stealth (druid and rogue) and would probe areas far beyond our levels, including the capital cities of the enemy faction.
     
    Unfortunately, this also means the world has to be navigable for players on foot in reasonable times (i.e. minutes to hours). Someone did the math. Azeroth is tiny. Its major continents are about 20km long, which means that, in order to have normal gravity, it must have a super dense core of some kind. (http://stuffplusplus.wordpress.com/2008/08/26/the-size-and-physics-of-azeroth/) If you’re trying to roleplay a long and arduous Fellowship style journey (actually more like the ice crossing in The Left Hand of Darkness, or the Chinese Long March), the world as presented simply does not sustain it. 
     
    The WoW lore ‘solves’ this problem by saying that the world as shown in the game is a kind of metaphorical scaled representation of the ‘real’ world, for which actual statistics, distances and population sizes are given in the RPG books. Problem is, that means the ‘real’ space is an imaginary arbitrary space, while the actual space to be explored is supposedly a fake space. This leads to some bizarre situations. For instance, in one event, we all gathered in a barren, empty zone that takes maybe 1-2 minutes to run across…and stood still while pretending to walk along it. Every half hour we moved forward a little bit, simulating a journey that took two and a half weeks. In order to make our storylines work we have to deliberately operate in the realm of completely imaginary space, and use the actual, explorable space which is WoW’s raison d’etre as little more than a creative prompt – stage dressing.It’s almost sad. On the other hand, it means every location we visit regains the wonder it had when each player saw it for the first time, years and years ago (7 or 8 in my case). Because by the time we get to (say) the Undercity, it took us one event a week for many months to actually reach it. It sort of becomes a way of exploring the game anew, making new things out of every place we visit. And when we get to a stand-out location, we can suddenly revert into ‘real’ space, and have this vast set-piece as our playground.