Keep Driving Understands That Maps Can Be More Than Functional Accessories
Editor’s Note: This week at Endless Mode, we’re exploring maps and how they help us navigate virtual spaces, both literally and not-so-literally. Whether it’s RPG overworlds that work as abstractions for a larger backdrop or scribbles that offer more insight into the person who sketched them than actual directions, we’ll be offering our thoughts on the near constant presence of in-game maps.
After years of being a navigator at amusement parks, I’ve realized how much their maps suffer from planned obsolescence. When most people visit an amusement park for the first time, either alone or in a group, they tend to check the map as if lives are at stake. It’s a tool that can help them navigate the ever-shifting park elements, but it is really meant to get them to the “good” parts. However, given that most amusement parks aim to keep visitors within their borders for as long as possible, or offer an experience so dizzyingly fun that they turn into repeat customers, maps often begin to feel superfluous. They turn into signalers of a novice rather than tools integral to the experience. By the time park visitors leave, maps end up a souvenir, if not the cherry on top of a trash bin.
The way many open world games, or even games past a certain size, treat maps feels similar. While they initially act as the crutch players rely on to get to the next objective and its promise of fun, maps rarely amount to more than briefly-visited layouts that show off just how big the adventure ahead might be—and not much else. Don’t get me wrong, they’re useful. For as many players as there are who can eventually traverse a digital landscape without glancing at the map button, there is an equal number of directionally challenged folks who need some guidance, no matter how many hours they poured in. Still, at best, I’d argue that this largely makes most maps a functional accessory that doesn’t leave a particularly lasting impression. They assist the experience, but aren’t emphasized as an integral part of it.
This is part of why the open road management game Keep Driving resonates with me. Outside of emulating the other particulars of early 2000s road trips—from creating a killer playlist to dealing with the finite space of a vehicle—it’s the map, which players spend half their playtime looking at, that really seals the deal. Despite the game’s name, you can’t just push the pedal to the metal until your destination, a music festival, appears on the horizon. At every stop, players need to whip out the map, look at the available routes in front of them (plus the time and gas needed to get there), and then circle their next destination before taking off again.
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