Edge of the Map Problem
As a matter of practicality, a game can only be a scale model of the situation it covers. Models have edges and gaps and fuzzy bits, and games have players. Even games without a model can have sharp edges, though in their case the “map” is only metaphorical.1
“Only six inches!” exclaimed Mein Herr. “We very soon got to six yards to the mile. Then we tried a hundred yards to the mile. And then came the grandest idea of all! We actually made a map of the country, on the scale of a mile to the mile!”
– from Lewis Carroll, Sylvie and Bruno Concluded, Chapter XI, London, 1895, c/o Wikipedia
The “edge of the map” becomes more of a problem the more it affects how a player interacts with a game’s model. A designer’s choice of victory (and ending) conditions affects what risks a player is willing to take and what a player is willing to lose. A designer’s choice of the physical map extent affects how a player is able to maneuver. A designer’s choice of nouns and verbs affects the actions a player is able to take – the Sapir-Whorf hypothesis2 at its most explicit.
As you can never eliminate the edge of the map entirely, it’s important to remain conscious of the effect it has on your players.
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