Game Designers' Note

Coginitive Map Elements

Paths — #1 tool against getting lost

Looping paths

Minimize backtracking, increase freedom, but burden navigation

BackTrack

Same path feels completely different in reverse
Solution: right-side torch rule — place landmarks on one side / asymmetric road design

Landmark — #2 tool against getting lost

Orientation

Landmark orient players from a distance, but fbetter be directional — non-axis-symmetric

Landmarks of different sizes

Macro: the castle in Breath of the Wild
Meso: a house
Micro: a tree stump

Occlude irrelevant landmarks at current stage

Districts

Uniformity in districts
All similar objects or follow same logic — a place open enough to drive through

Edges — use carefully

Crossing / being blocked by edges is memorable
Helps players form cognitive map

Nodes — where paths meet

Nodes are not memorable by default

Turn them into a place
Distinguish different routes. Major routes lead to significant spaces, while secondary paths lead to less important areas

Details

Redundant information necessary for world-building
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Cognitive Map
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Waytracking Disruptions