Behind the Curtain: Mapmaker as Entertainer
by Charles Watkins
Introduction
Finishing a map is an emotional moment. For players, it is a sweet moment of
triumph as final cutscreen plays across the monitor, swords lifted high and
fireworks filling the sky. But along with the thrill, there is a spot of
depression as the realization sets in that the game is over. Most--if not
all--of the map has been explored. Opponents have been defeated and will rise no
more. Heroes it took so long to develop have retired from the fray.
It’s like closing a book.
But for mapmakers, the emotions are amplified. As their creator, the mapmaker
becomes even more attached to the fantasy world and its inhabitants. After
driving their evolution in the course of development, the mapmaker must now send
the creations out on their own and hope that they perform as expected.
Instead of having spent a few hours with the map, the mapmaker will have
spent weeks. And toward the end of the project, the mapmaker becomes
immersed in final testing, last minute changes, and packaging the map for
distribution. Then the map goes out and the mapmaker can only wait for others to
play it. If all goes well, players enjoy it and reward the mapmaker with their
praise, which is especially sweet when it comes from a reviewer or fellow
mapmaker. If not, players are disappointed and the map is ignored. The
torture for the mapmaker is not knowing which outcome will result.
In this series, I’d like to explore the emotional side
of heroes from the
point of view of the player. But much of the discussion is addressed to the
mapmakers, since their reward stems from the reactions of the players. By
providing players with an enjoyable experience, mapmakers can in turn enjoy the
praise and recognition that makes all the work seem worthwhile.
Essentially, the mapmaker is an entertainer. No matter what type of map it is
– pictorial, battle, puzzle, RPG, or whatever—it will be judged by players
according to whether they had a good time playing it. The different types may be
enjoyed in different ways. A picture map may offer stunning graphics. A battle
map may provide a venue for a fair fight. A puzzle map may present challenging
problems. An RPG map may be populated with memorable characters. But from
the players’ point of view, it comes down to a brief departure from the cares of
the day to a world inhabited by Heroes of Might and Magic.
these main
pleasures – discovery, beauty, and success.
In this series, I explore each of these ways for mapmakers to entertain their
players. Rather than offering a how-to on the mechanics of map construction—am
important topic that has been well addressed elsewhere—I’m focusing on the
psychology of players and ways that mapmakers can make the players’ experience
as entertaining as possible. There will be three main installments to the
series, each on a different way to develop appealing maps.
Part 1: Discovery. Here we will see some ways for mapmakers to create and
sustain the anticipation that leads to the pleasure of discovery.
Part 2: Success. The elements of advancement and victory combine to give
players a sense of accomplishment, which can be amplified in several ways
Part 3: Aesthetics. In this installment we look at ways to make maps
attractive to the eye and to use the visual dimension of Heroes to best
effect. I also move into an area less related to the entertainment value of
Heroes maps and into a higher realm of human needs, but first it’s necessary to
look deeply into the entertainment arena.