Back in the early eighties, CRPGs, of which many were of the dungeon-crawling variant, didn't feature maps. That is to say you were expected to draw your own on grid paper. It also helped that these games were grid-based. Eventually, many of these games would feature auto-mapping, meaning the map would fill out as you walked over each tile.
Now, I'll start by saying that I think auto-mapping for the most part had a positive effect on CRPGs. It took away an activity that a lot of people considered tedious, and as CRPGs expanded their scope beyond dungeons and grid-based movement, it didn't make as much sense to expect the player to practice cartography. However, specifically for those games that we now refer to as dungeon crawlers, or blobbers, and happen to be grid-based, I feel that something was lost in the transition.
Many of the early dungeon crawlers were not only focused on puzzles, but used mapping in conjunction with them. Sometimes the map layout itself would reveal the solution, knowing where two lines originating from a points would intersect, or simply using spinners, teleporting squares, elevation, and darkness to confuse the player. The early Wizardry (I-IV) are a good example. To use auto-mapping in these examples would ruin, or at the very least severely diminish the difficulty and impact of these puzzles.
In addition to that, there is something to be said about the experience presented by wandering around a dungeon unknowingly. The feeling of being lost in a labyrinth, of which your only hope for escape is to memorize or write down your surroundings, and find your sense of direction.
The modern landscape for design is very much oriented towards automation. The introduction of quest markers, breadcrumb trails, glowing objects, pinging to make the objects glow, etc. are all part of it. While auto-mapping's convenience was mostly positive, where do we draw the line? At what point does this damage our ability to play a character, and actually feel like we're making decisions, problem-solving, and using thought to interact with the world?
What does GAF think about auto-mapping or the lack thereof? Feel free to discuss anything dungeon crawler related too.
*The maps are from Dungeon Master and Wizardry II: The Knight of Diamonds respectively, pulled from The CRPG Addict's blog.
Now, I'll start by saying that I think auto-mapping for the most part had a positive effect on CRPGs. It took away an activity that a lot of people considered tedious, and as CRPGs expanded their scope beyond dungeons and grid-based movement, it didn't make as much sense to expect the player to practice cartography. However, specifically for those games that we now refer to as dungeon crawlers, or blobbers, and happen to be grid-based, I feel that something was lost in the transition.
Many of the early dungeon crawlers were not only focused on puzzles, but used mapping in conjunction with them. Sometimes the map layout itself would reveal the solution, knowing where two lines originating from a points would intersect, or simply using spinners, teleporting squares, elevation, and darkness to confuse the player. The early Wizardry (I-IV) are a good example. To use auto-mapping in these examples would ruin, or at the very least severely diminish the difficulty and impact of these puzzles.
In addition to that, there is something to be said about the experience presented by wandering around a dungeon unknowingly. The feeling of being lost in a labyrinth, of which your only hope for escape is to memorize or write down your surroundings, and find your sense of direction.
The modern landscape for design is very much oriented towards automation. The introduction of quest markers, breadcrumb trails, glowing objects, pinging to make the objects glow, etc. are all part of it. While auto-mapping's convenience was mostly positive, where do we draw the line? At what point does this damage our ability to play a character, and actually feel like we're making decisions, problem-solving, and using thought to interact with the world?
What does GAF think about auto-mapping or the lack thereof? Feel free to discuss anything dungeon crawler related too.
*The maps are from Dungeon Master and Wizardry II: The Knight of Diamonds respectively, pulled from The CRPG Addict's blog.