Comments on: The Long Road http://www.hsmagazine.net/2014/07/the-long-road/ The PlayStation Home Magazine Fri, 13 Feb 2015 21:20:50 +0000 hourly 1 http://wordpress.org/?v=4.1.2 By: Danger_Dad http://www.hsmagazine.net/2014/07/the-long-road/#comment-295402 Mon, 14 Jul 2014 05:51:16 +0000 http://www.hsmagazine.net/?p=62290#comment-295402 :^/ I’ve given this one a lot of thought, trying to do it justice. You’re correct that most games that have any degree of sophistication will have a map of sorts to allow the player to navigate to whichever area he wishes. The Navigator GUI Home uses now is more akin to a computer’s Directory Tree, with files sorted by type. It’s possible to memorize where everything is, but it doesn’t create the image of a world.

Most of the old PS2 games I recall had maps. Even the groundbreaking ICO, which had no map, still used the game’s camera to show the castle as a whole as the characters continued their journey. One was able to look back at areas that had already been completed, and glimpse at areas that have not been visited yet. And the whole thing felt like one whole because the player was able to see it that way.

I agree that whatever successor there may be for Home would benefit from a map or other overall architectural cohesion made if feel interconnected.

Having said that, it would also benefit from some way to navigate to whatever fanciful realm separate developers may dream up. The Sodium Teleport spheres, Star Trek transporter pads, or the Doctor Who TARDIS would do well here, or their Home-grown equivalient. Then our imaginations would be the limit, regarding Home’s potential.

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By: Godzprototype http://www.hsmagazine.net/2014/07/the-long-road/#comment-295371 Sun, 13 Jul 2014 13:34:22 +0000 http://www.hsmagazine.net/?p=62290#comment-295371 Agreed. Sometimes it is as much about the getting there, as it is being there.

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