Coginitive Map Elements
Paths — #1 tool against getting lost
Looping paths
Minimize backtracking, increase freedom, but burden navigationBackTrack
Same path feels completely different in reverseSolution: 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-symmetricLandmarks of different sizes
Macro: the castle in Breath of the WildMeso: a houseMicro: a tree stumpOcclude 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 placeDistinguish 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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