Maps are profoundly practical. They help players find orientation in extensive game worlds, indicate points of interaction, and track progress. Yet by the same token, they complicate a player's relationship to the world of a game's fiction. This week, we discuss the good, the bad, and the ugly of those complications.


Later: Stefan kicks off his Yakuza: Like a Dragon diary; we discuss the order in which we unlock the final trophies of a game; and Dan recaps his visit to last week's Classic Game Fest in Austin.


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Main Story
00:05:53 Maps: Salvation or Sin?
Related listening and reading:
"Why 'Immersion' is a Dirty Word in Gaming Discourse" (Dan Hughes & Aaron Suduiko)
"The Aesthetics of User Interfaces" (Aaron Suduiko)
"Beacon Received: The Satisfaction of Discovery in the Metroid Series" (Laila Carter)

Side Quests
00:44:10 Yakuza: Like a Dragon Diary
00:48:25 The Art of Unlocking Platinum Trophies
"The Language of Trophies in Final Fantasy VII Remake" (Aaron Suduiko)

00:59:37 Classic Game Fest Austin
Ukiyo-e Heroes

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