|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
Cartographic
Cartwheels
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
By Ernest Adams![]() Gamasutra June 19, 1998 Vol. 2 Issue 24 Got something to say about something Ernest has said? [Talk back] in Threads. Haven't joined yet? [Join Now] Previous Columns Gulliver and Game Design [05.22.98] Implementing God* in the On-Line World [04.24.98] "Bad Game Designer, No Twinkie" [03.13.98] Games for Girls? Eeeeewwww! [02.13.98] |
Regular readers of this column may remember
that a few months ago I complained about games that don't provide the player
with a map. Blundering around in confusion may lengthen the gameplay, but
it's not what you'd call "quality time." There's a difference between the
frustration you feel when you're trying to solve a puzzle and the frustration
you feel when you're lost. The first is acceptable in a computer game, but
the second is just tiresome. This prompted one of my correspondents to point out that even with the best of intentions it can be difficult to provide a map of a three-dimensional space, especially a space in which there's no conventional definition of "up" and "down." The game Descent, of course, was one of the best illustrations of this problem. When you asked for a map, Descent put up a wireframe of the space you were moving through, but it was often difficult to understand and only added to the confusion. This got me thinking about cartography - mapmaking - as an art form. A well-drawn map is a little masterpiece of functional beauty, immediately and unambiguously conveying the information that is needed. On the whole, we don't know very much about cartography in the computer game business, and there are some useful things we could learn. (I should add a disclaimer here: I'm no kind of an artist, although I have done decent scientific drawings in my time. Fortunately, accurate technical drawing requires more technique than it does talent, so it's a skill you can learn. This column is about some of the things that have helped me along the way. Serious professional artists probably won't learn anything new here.) For one thing, not all maps have the same purpose. The map used by a subway system's passengers is quite different from the one used by its maintenance personnel. The maintenance staff requires a great deal of information that the passengers don't need - and which would only confuse them if they got it. When designing a map, first think about what the viewer is trying to do, and what information she actually requires. Don't just dump out data because you have it available. Secondly, not all maps need to accurately represent reality, either in scale or in the physical relationships of objects. Road maps try to be reasonably precise about these things, and topographic maps even more so, but there are many cases where a map is easier to read if it expresses symbolic relationships rather than physical ones. One of the best of these is the famous London Underground map. Years ago, the map of London's subway system was a set of snaky lines superimposed over a London street map. (You can see it at http://www.dlux.net/~aga/gallery/london-jpgs/aftlu183.jpg) As the system grew, however, the maps became ever larger and more unwieldy. Sometime in the 1930's, London Transport's design department realized that people didn't need a street map while they were underground. The questions they really needed answered were "What lines do I take to the place I am going?" and "Where do I change trains?" The designers removed the aboveground features and straightened out the lines, depicting the subway routes using only horizontals, verticals, and diagonals. They also removed all scale: whether the distance between two adjacent stops was a few hundred yards or over a mile, they were shown as equally distant on the map. You're not going to get out and walk, so what difference does it make? The result bears almost no relation to the physical reality of the subway system, but it is one of the cleanest and most readable maps in the world. (See http://www.dlux.net/~aga/gallery/london-jpgs/aftlu184.jpg for an example from the 1950's.) When designing your maps, use plenty of lateral thinking. When playing a game, most people need to know "Where am I with respect to important landmarks?" and "Which direction am I facing?", especially in point-of-view games. If you can provide this information, you don't need to give much else. The maps in Interstate '76, for example, looked literally like pencil scribblings on the back of a paper sack, but they were enough to get you oriented and explain the mission. Or think about the maps made by text adventure gamers. These were usually boxes with names of rooms inside them, plus lines from room to room, indicating which direction you go from one room to reach another. (This is called a directed graph by mathematicians.) The size of the boxes and the lengths of the lines were completely irrelevant, as long as the relationships were accurately conveyed. The other resource I want to mention is a remarkable series of books on graphic design by a Yale professor of political science and statistics named Edward Tufte. To professional graphic artists these will need no introduction, but to a novice like me, they were a real eye-opener. The first has the rather unprepossessing name of The Visual Display of Quantitative Information, and is chiefly about displaying numeric values in tables and graphs. Don't let that put you off; even the most frenetic shooter still frequently needs to display numbers from time to time: hit points, armor strength, ammunition remaining, and so on. This book will show you how to do it clearly and cleanly. The second book, Envisioning Information, describes techniques for rendering "nouns" -- factual, though not necessarily numeric, information about things. The third book, Visual Explanations, is about "verbs," that is, visually describing processes. One of its more intriguing sections is an entire chapter devoted to books and pamphlets by professional magicians, describing how tricks are done. The single most useful idea I got from Tufte's works is the concept of data-ink versus non-data-ink. Data-ink is ink which conveys non-redundant data itself, and cannot be removed without losing data from the graphic. Non-data-ink is ink which serves other functions (gridlines, redundant data, decorations, etc.), or occasionally no function at all. One of Tufte's fundamental principles is: maximize the ratio of data-ink to non-data-ink, within reason. Several years ago I presented the results of a survey to the Computer Game Developers' Conference, which included a table of benefits available at a number of development and publishing companies. I wish I had read Edward Tufte's books before I printed it up. It looked like this, only much larger (all data now long out of date):
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| [Back to Top] | Ernest Adams is an audio/video producer for Electronic Arts, currently working on the Madden NFL Football product line. Once upon a time, he was a software engineer. He has developed on-line games, computer games, and console games for everything from the IBM 360 mainframe to the Nintendo Ultra 64. He was a founder of the Computer Game Developers' Association, and is a frequent lecturer at the Computer Game Developers' Conference and anyplace else that people will listen to him. Ernest would be happy to receive E-mail about his columns at eadams@ea.com. The views in this column are not necessarily those of Electronic Arts. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||