Revival plots the course of cartography

    
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The world is full of dangerous stuff. Survive it all by not being there.

If you have a lifelong vendetta against all things cartographical, be prepared for a lot of stumbling around while lost in Revival. The latest dispatch from the development team explains how the game’s cartography is going to work, starting with the simple fact that there needed to be a good reason for cartographers and maps to be in demand without making it pointless to go out and walk in the world.

In brief, with or without a map, players will have knowledge of several large elements, like the shape of the overall landmass and the rough location of major cities. Players with other disciplines will be skilled at spotting features out in the world – archaeologists will be able to spot ruins, for example – but to really fill in the detail on maps and remember where things are, you’ll need a cartographer to scribe a map and tag it up. So a map isn’t absolutely necessary, but it helps anyone in need of a sojourn to navigate reliably. You know, just like real maps.

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SlasherZet
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SlasherZet

Snipehunter SlasherZet zenaphex Rozyn Yeah, my point exactly!

Snipehunter
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Snipehunter

SlasherZet zenaphex Rozyn You would have to essentially reverse engineer the algorithm we use that reads world conditions and dictates content changes based on those inputs. Technically not impossible for sure, but it would take a lot of effort, especially since most of that data isn’t actually sent to the client and thus can only be inferred by someone working only with the client and the stream of data being sent back and forth between client/server.

SlasherZet
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SlasherZet

zenaphex Rozyn I’m pretty sure you won’t be able to map the dynamics of a map on a gold server because it responds to player actions and storytellers will change the landscape.

On a normal server there might be more of a chance to spot patterns in the flow of things, but making a wiki map for that would probably be very hard to do.

thickenergy
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thickenergy

Archebius ManastuUtakata mmonerd An Overabundance of Cats See, I look at the cartography feature and see nothing but enhanced fun. Hardcore or inconvenience never enters the equation.

Archebius
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Archebius

ManastuUtakata Archebius mmonerd Eh, that’s how you feel, no need to be sorry. But An Overabundance of Cats clearly appreciates it.

ManastuUtakata
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ManastuUtakata

Archebius ManastuUtakata mmonerd 
I’ll have to agree to disagree with that position then. As I am not convinced nor compelled to believe it is anything beyond the inconvenient. Sorry.

Archebius
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Archebius

ManastuUtakata Archebius mmonerd Well, I’d say that 40-person raids is what a lot of PvE players view as hardcore, and gankboxes are hardcore for the PvP set. The ability to go out and create maps and sell them, and relying on maps from other players, is hardcore for immersion players.

ManastuUtakata
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ManastuUtakata

Archebius ManastuUtakata mmonerd 
But making maps doesn’t strike me in anyway hardcore the way “40 person raiding on Mythic” or a “gankbox” does. Whilst it’s true, that maps making will be a bit more inconvenient to fill in the direction gaps than say having a map UI telling where you the player is at and how to get there. I really don’t consider making something more inconvenient as hardcore. Not in the least. As seems to reek of absurd silliness if it does, IMO….but hey, I guess there’s a fine line between “…there’s more than one definition floating around out there,” and a “No True Scotsman”. /shrug

Mikey Moo
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Mikey Moo

KorbenDallas that’s sort of the hope, on some level.

Archebius
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Archebius

ManastuUtakata Archebius mmonerd Probably. I would say games that give less to the player – whether that’s in terms of security, quest hubs, or just plain old maps – are more hardcore. Anything that makes the game harder, and thus more likely to appeal to dedicated gamers.
But as with most gaming terms, I’m sure there’s more than one definition floating around out there. :)