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Adventure & RPG Games · 4

Maps become emotional objects in exploration games. An empty corner is not blank space once the player suspects the designer hid something there. That connects nicely with a historical detail: Inventory limits are not only realism; they create decisions by forcing players to decide which possible future problems deserve space right now. Fast travel is proof that heroes become much less enthusiastic about scenery after seeing it twelve times.

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A small but excellent fact

Early computer RPGs often used graph paper because players had to draw their own dungeon maps. Getting lost was not a bug; keeping notes was part of the adventure. The next bit is equally fun: Ultima helped popularize large explorable computer worlds during the 1980s. Its later games experimented with morality systems where the player’s behavior mattered as much as defeating enemies.