Exploration
9.2
Fathom Coast
No map screen, no compass, no markers. Navigation is entirely by coastline shape and the position of three lighthouses, and it works better than any system in the volume.
Size is the easiest thing to advertise and the least interesting thing to test. These four are harder to fake and much harder to survive.
Whether the world builds a picture in your head. Tested by drawing it from memory a week after finishing, then comparing against the real thing.
What share of travel happens with a waypoint on screen. Every journey is logged as guided or unguided, and the ratio is rarely flattering.
How many structures are distinctive enough to be used as a reference point. Counted per region, and separated from decoration that looks identical everywhere.
What happens when you are lost. Some worlds make it a pleasure, some a punishment, and a surprising number make it impossible to be lost at all.
Each played to completion or to the point where the map stopped teaching me anything, whichever came first.
Exploration
9.2
No map screen, no compass, no markers. Navigation is entirely by coastline shape and the position of three lighthouses, and it works better than any system in the volume.
Urban
8.7
A city of nine districts with no minimap and a shop sign system that quietly teaches you the whole layout. The best urban navigation design I have logged.
Underground
8.4
You draw the map yourself, badly, on a grid page in the pause menu. Forty hours of caves and the only game here where being lost is the intended state.
Ninety-one square kilometres with a waypoint visible for ninety-four per cent of travel. Beautiful, enormous, and impossible to remember a single junction of.
Navigation by marker poles across white fog. A brutal, narrow idea executed perfectly, and the only game here where losing the line is genuinely frightening.
A derelict station where the deck plans on the walls are correct and the ones in your inventory are three refits out of date. A joke that stays funny for thirty hours.
Six volumes in, the pattern has not broken. The games whose worlds I can still draw are the ones that refused to draw them for me, and every quality-of-life navigation feature added since has made worlds slightly less memorable.
This is not a claim that markers are bad design. It is a claim that they are expensive, and almost nobody accounts for the cost.
Where the volume-by-volume figures accumulate into something arguable.
Twenty-nine games with a compass and nineteen without. The compass games are consistently easier to travel and consistently harder to remember, and the gap is now wide enough to argue about.
The Compass Tax29 games surveyedEvery landmark I used as a reference point across six volumes, sorted by what made it usable. Height helps less than expected. Asymmetry helps far more.
What Makes A Landmark184 landmarks loggedThe drawing test itself, explained and criticised: how the sketches are scored, why the scoring is generous, and the one case where it produced a result I still do not believe.
On Drawing From MemoryMethod note