What was so great about WoW's maps?

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World of Warcraft. A lot of people  have spent a lot of time in Azeroth.   In this video we’re going to talk  about one of the most important,   most enduring parts of WoW, but a part  that doesn’t get all that much attention:   the world and zone maps. WoW has some of the most  unique maps out there when it comes to MMO games,   and their simple style has hardly changed  since they were first introduced in 2004. If you launched WoW back in the early days, you  were treated to this introductory cinematic,   where the very first thing you see is this old-timey feeling map of Azeroth. You don’t know it   yet, but this is the world that you’re about to  spend an awful lot of time in. So let’s look at   the design and creation of the maps of World of  Warcraft, and ask, are they Awesome, or Awful? Maps in video games essentially  need to balance two things:   player immersion and player convenience. A lot  of times, these things are in conflict. If you   give the user too much convenience,  they just zip from quest to quest,   ignoring the world around them as they run  from one part of the map to another. If you don’t   give the user enough convenience, they can get  completely lost and frustrated just trying to   do simple things like find out where someone  is in a city or meet up with their friends. The WoW zone maps, overall, are definitely on the side of immersion over precision. They   aren’t so far beyond what you could imagine your  character actually carrying with them and drawing   as they go. The maps are less guidelines than  they are thematic representations of the zones:   each map has a different color scheme, with  unique little drawings and features. By   looking at one of these maps, you can instantly  tell what kind of zone you’re in — is it lush,   or dry and desert-like? Is it volcanic, or  farmland, or somewhere a bit creepy, or   somewhere full of sickness? These maps  line up incredibly well with their zones. Here are some examples. We have Feralas,  a land of huge trees and thick forests,   full of giants and wildlife, with a  lush, green map. We have the Barrens,   a big dry plain filled with animals you’d find on  a safari, and dangerous pig-men, with a yellow,   dry-feeling map. There’s the Plaguelands,  once lush lands now stricken by sickness   and undead monstrosities, with maps tinged odd,  unnatural colors. And the list goes on — Durotar,   Strangethorn Vale, Duskwood, Tanaris — all of these zones, and their maps,   have a distinct feel and a distinct  artistic style. And all across these maps,   there are also unique little features, buildings, and  geographies that push you to explore. Yet these features — the topographical layout,   the size of buildings and cities — are still pretty vague if you’re trying to figure out exactly   where you can go. Vanilla WoW did have an  element of intentional obscurity to it,   like a lot of games at the time, and you ended up having to learn these zones  and read quest text in order to keep going. Ashenvale is a good example of how this could  be frustrating at times. It’s full of bits of   hills and apparent plateaus on the map. But you really  can't just use these topographical lines as   a guide for trying to get somewhere. In some  places, you can go straight up past them — and   sometimes where they are gaps, but you can’t get  through at all. Some places have fences that   prevent you from moving; and other places there are caves and  moonwells that aren’t marked. These maps are   low information and rough guides, telling you  just enough to get you moving on your own. That said, one of the most common experiences in  WoW is the random jumping and trying to climb up   hills, because you get stuck in some weird little  spot and the map doesn’t ever show anything in   that place, or you’re trying to get to some  quest giver way up on a hill somewhere. It   can be frustrating and sometimes quest text just  isn’t descriptive enough. Way back in the day,   a lot of times we had to turn to resources like Allakazaam for  this kind of thing, or ask for help in chat. Because of this kind of stuff,  eventually people built QuestHelper addons,   to throw giant arrows in the middle of  your screen to tell you where to go,   or icons on the map — and eventually  Blizzard gave in and added this into the   base game around 2008. So today, in retail WoW,  the original vague and artistic map style remains,   but it’s augmented with tons of navigational  tools. But I'm getting ahead of myself a little bit. Back to the original maps, let’s talk about  cities. Cities are way more detailed than the   general world, and you can reliably find your  way to specific places. The only big weakness   is multiple floors — WoW never really shows  clearly what surfaces are higher than others,   for example, in Orgrimmar, or Thunder Bluff,  so you can end up running around on top of   the Bluff when you are supposed to  be in a cave inside it. It's a little bit annoying. In terms of the immersion, though, each city  map keeps the artistic, hand-painted feel:   each has their own pretty map, and the  neighborhood names reek of good fantasy.   The Mage Quarter; The Valley of Wisdom; The  Apothecarium; The Great Forge. The labels are   clear and it’s quite fun to look at these maps and then go explore. Each map, despite its small weaknesses,   feels unique and handmade because it is.  It’s not just a screenshot of the world. Aside from the style, WoW also includes a  revealing mechanic, where the maps are blank   at first and reveal in chunks as you explore.  It’s another thing that makes the map feel like   they are your own character’s, carried along on your  adventure. This all means that you are encouraged to   head to each corner of a zone to make sure the map  fills out. This is a tick on the side of fun, but   it’s also a bit silly sometimes, because you can  be running around in a blank area until you just   happen to find one of the spots that lets it get  filled in on the map. In retail WoW today, there   are achievements for exploring zones, adding a bit  more reason to get all the blank spots filled in. Finally, we have WoW’s minimap. It’s not something your  character would ever be able to see, since it   shows the birds-eye view, and so it does break the immersion, but it’s really useful all the same.   It uses a totally different set of images than the  full-size map, and   these images have actually been cobbled together by some users  to make highly detailed Google Maps-style maps on   sites like World of Mapcraft, but something like  this has never released officially by Blizzard.   So on sites like these, you can see something like  what WoW’s map would have been if it was made like   most modern MMOs — the full world in more detail.  It’s more realistic, but way less artistic. In game, this map is just seen through  the little circular lens of the minimap,   which also sometimes has little icons on  it to show things that you’re tracking or   looking for — not much more than that. The  minimap serves a useful purpose, and while   it still maintains a particular style, it’s  far less immersion device than practical tool. One thing that WoW didn’t have was maps of  instances. So, when you were in a dungeon,   you were completely on your own with your group  to find your way through. This was, at times,   actually pretty brutal, and groups definitely fell apart because of this. This actually illustrates just how important having a  general map is — you don’t want total confusion,   and you do need to balance convenience  with the actual experience of players.   In instances like Maradon, or Blackrock Depths,   you could get completely and hopelessly lost. This is especially true when players are  in groups, because some people are going   to be getting pissed off pretty fast if  someone doesn’t know where they’re going. So that's how the maps work. But to understand them properly, it's good to put the development of the game, and its world,  into context too. This is the first known map of   Azeroth. Painted on the wall of the Blizzard  development conference room by Chris Metzen,   the writer for Warcraft, in 1999, it represents  the first visual version of a world that would   come to be lived in by so many millions  of people, and would be known better than   most of those people know their own cities.  So, this all started as a painting, and a story. WoW is, of course, part of the Warcraft  franchise, so this was a world that was   deeply thought out by the time WoW began  development in 1999. But making an MMO,   with wide open areas for players to explore,  requires a level of worldbuilding far beyond   a normal single-player linear game. Also, WoW,  developed simultaneously with Warcraft 3, was   Blizzard’s first truly 3D game, meaning that whole  new art styles and interfaces had to be explored and developed. WoW was, in many ways, Blizzard’s version of  Everquest, one of the first hugely popular MMO   games. For a long time before Everquest, gamers  had already been participating in shared worlds,   where they created stories, gathered items, and  adventured together. These were called MUDs or   MUSHs (Multi-User Shared Hallucinations).  I remember playing, as a kid, a totally   text-based Lord of the Rings MUSH, where everyone  interacted with each other through text, creating   a giant shared story. The maps for these places  were things you had to make by hand, and nothing   was graphical or visual. Everquest, despite being  a visual game, still stuck with this system in its   original release. No maps at all — you had  to memorize the zones or make maps by hand. I guess Blizzard decided this was just a little  too hardcore. So, by creating these maps   which sat in between convenience and immersion,  Blizzard did something fairly original. Now,   it’s not like this was the first game to use  maps — not by a long shot — but I haven’t   been able to dig up clear examples of other  fantasy-type games that clearly inspired   the WoW design style (if you know of some, please  let me know in the comments!). It seems like this   was something special, grown out of the story,  the art style, and the development direction of   the WoW team. The maps therefore reflect  the team’s balance of immersion and art,   and the desire to push players to explore  and be in the world they were creating. So, all in all, are vanilla WoW’s  maps awesome or awful? I think that,   despite some annoying moments trying to explore  the world and being frustrated by the maps,   they fall squarely into the awesome side of  things. I think, if there’s one glaring weakness,   it’s the lack of dungeon maps in the  original game — but that doesn’t turn   it awful. The maps give a bit more help  than having to totally memorize zones,   but still don’t give everything away.   Overall, having a strong push to explore  and find your own way in the world is,   in my opinion, way better than a fully mapped out,  follow-the-arrow style map — which, unfortunately,   is exactly what WoW has become in today’s retail  game. It’s convenient, but to the point of being   able to almost completely ignore the in-game  world. It’s great for doing something mindless,   and that has its benefits, but I think the  original maps and navigation of vanilla WoW was   a big part of what made this game immersive and  sucked us into Azeroth, so long ago. That said,   I’m not advocating for a return to the original  WoW maps — those days are long gone in retail WoW   today. I’m just saying that these original maps,  and the way they worked, were definitely awesome. Today,   almost all maps in video games — and MMOs  — tend towards the side of convenience over   immersion — modern WoW included. But in a time  long ago, World of Warcraft’s awesome maps gave   players a chance to take a break from their  own lives and enter Azeroth, a world where   they could really explore, adventure, and always  find something unexpected around the next corner.
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Channel: Mapster
Views: 153,219
Rating: undefined out of 5
Keywords: world of warcraft, wow, wow maps, video game cartography, video game maps, gta, the witcher, red dead redemption, asmongold, geoguesser, warcraft, vanilla wow, vanilla warcraft, vanilla world of warcraft, classic wow, classic warcraft, map art, art, cartography, video game design, minimaps, minimap, wow minimap, barrens, duskwood, stv, epl, wpl, durotar
Id: DzmBiJ_lris
Channel Id: undefined
Length: 12min 28sec (748 seconds)
Published: Thu Nov 30 2023
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