![]() Given the depth and space a 3D environment occupies, it makes sense to give players a mini-map with which they can quickly orient where they are at a glance. Mini-maps as we know them were introduced to Zelda in 1998 through the series’ inaugural 3D title, Ocarina of Time. From Ocarina of Time to Breath of the Wild, The Legend of Zelda in particular has an interesting relationship with mini-maps that illustrates the medium’s growing reliance on the feature over time. But there comes a point where quality of life features start removing gameplay opportunities. ![]() In an era where most gamers are playing with what limited time they have between work, mini-maps exist so as not to “waste” time - keeping gameplay’s pace ever-moving. The average mini-map nowadays shows you a detailed depiction of your surroundings, any interactable objects or landmarks, and a waypoint directing you towards your next destination. Mini-maps have become an almost fundamental part of modern game design.
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