The Best and Worst JRPG World Maps
World maps! Let’s talk about ‘em. They’ve been a staple of the JRPG landscape (pun intended, if you see a pun there) since the dawn of time/mid-80s, and, in terms of quality, they tend to span a wide range from butt-ugly and purely utilitarian all the way to Winslow Homer-esque watercolor masterpieces so pretty that it almost seems a shame to tromp across them. They’re not limited to JRPGs either, depending on how you define them (the world map is truly in the eye of the beholder)—is a world map a condensed, bird’s-eye view of a game’s planet from which you, the player, can access towns and dungeons using a disproportionately humongous version of your protagonist? Sure. Is it also the entirety of a game’s landscape in an open-world game like Skyrim, even though the player is never forcibly zoomed out to a condensed version of that landscape to get from place to place? You tell me, friendo. Could be.
But we’ll set aside that philosophical discussion for another time. I’m not trying to start a War of the Words between thin-skinned linguists, horrific triumph though that might be. Instead, I’d rather talk about a few of my favorite (and un-favorite) world maps using the flexible quasi-list format that you’ll see set out for your reading pleasure below.
1. Final Fantasy VI
Let’s start with some of the early stuff. Final Fantasy VI (Final Fantasy III to us suckers in America) presents what I consider to be the archetypal JRPG world map. It has everything: giant pixels, airships, random encounters, tons of vivid green nature and other assorted forms of geography, seemingly-impassable obstacles that later open up to provide access to new areas, and a version of your controllable character that, were the map’s proportions rendered literally, would stand thousands of feet above the treeline as the giantest giant in the land. Upon the game’s release, most of those features became so functional and popular that they would grow up to become full-on tropes for the genre, although, like many early game “features,” they were initially included due to system limitations rather than some auteur’s vision of game design. In other words, since there was no feasible way to convey a real sense of scale in traveling on foot from, say, the city of Narshe to Figaro Castle using the standard, in-game, town-or-dungeon viewpoint, the game’s developers finagled a world map to be used as a shortcut. Out on the world map, the in-game universe seems sprawling, and far-apart locations actually feel far apart. It’s an illusion, to be sure, but it’s a good one.
There are a few standout features of Final Fantasy VI’s world map that are worth highlighting in particular. First, compared to so many world maps that are static and immovable—“this is the game world, deal with it”—Final Fantasy VI’s map changes, often dramatically. An early-game puzzle is resolved (or not resolved, if you’re me at age 9) by sending a castle—a whole CASTLE!—rocketing down into the desert and underneath a mountain range to bust out of the ground elsewhere like a particularly castle-y groundhog. Later, the entire map gets blown up and reshuffled in an apocalyptic explosion of, y’know, magic, and everything that was old and familiar is suddenly new again and demanding re-exploration. That’s pretty goddamned cool. Also, there’s an airship-sized winged zombie dragon named Deathgaze tearing around the burned-looking sky at about a million miles an hour, so if you find yourself out for a casual airship cruise, you’re liable to end up in a truly panic-inducing head-on collision with him if you’re not a careful driver.
2. Final Fantasy VII
Yes, I’m following up a Final Fantasy map with another Final Fantasy map. But with good reason! In terms of world maps (and other stuff, but I’m talking about world maps), Final Fantasy VII, as is probably the aim in most sequels, directly expands on what was started in Final Fantasy VI. Most obviously, there’s a shift from the use of boxy pixels to polygons. Whether that’s an aesthetic improvement or not is subjective—Final Fantasy VII’s map looked pretty great in 1999 but isn’t exactly blowing my hair back in 2016. Art aside, though, polygons also allowed for a shift into the rumored THIRD DIMENSION. The camera still defaults to a way-overhead position, but you can move it around and see that those mountains, weirdly flat and lifeless in Final Fantasy VI, actually project upward from the ground in Final Fantasy VII, just as the beaches recede gently into the ocean. Everything’s still zoomed out, and Cloud is still comparatively monster-sized, but at least now it feels like he’s traveling through an actual world and not just walking across the surface of a topographical placemat.
So what else is awesome here? Well, there’s an entire continent shaped liked a Chocobo, and if you’re not into that, frankly, you can take your readership elsewhere, because we’re not on the same page regarding what’s awesome. Also great about that Chocobo-shaped continent: it’s covered in snow! It’s the northernmost landmass in Final Fantasy VII’s game world, and since meteorology teaches us that weather is generally colder up north, shit is accordingly frosty. That’s some unassailable logic. What’s more, Cloud makes footprints in the snow as he hikes through it, the battle sequences are set in the snow, and there’s a town called Glacier Village that is basically a ski resort. There were snowy locations in Final Fantasy VI too, but here that snow is reflected on the world map, and everything that takes place in that snowy area of the map is itself snowy. It’s all cohesive in a very pleasing, and very cold, way. Oh, and if you head south, you’ll eventually hit the sun belt and stumble into Costa Del Sol, one of the sexiest beach towns you’re likely to visit in this life or the next.
Final Fantasy VII’s map is also lousy with secrets. Final Fantasy VI’s map had secrets too, but not like this. In the far southwest, for instance, there’s a tiny, nondescript sliver of an island where Final Fantasy’s patented flailing cactus-guy, Cactuar, makes his home; on the opposite corner of the map is an island ringed by mountains that is only accessible via a carefully-bred golden chocobo and that hides the game’s most stupidly powerful summon magic. And that’s not to even mention the freaky stuff happening at the bottom of the ocean (talk about your third dimension).
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