There's always a good feeling when you buy a new game, open
the box, and stuff comes flying out. A nice juicy manual,
jewel cases rattling, reg cards, trinkets, figures, anything.
I love it all. I want to pick up game boxes that rattle and
shake because they're full of stuff. I always attempt to flip
through a game's manual while driving back from the game store.
I hope for long red lights so I can catch further glimpses
of my latest purchase's goodness.
But nothing gets me more excited than a map.
Oh, if a game comes with a map, I'm one satisfied customer.
Since the early days of Ultima, maps have become my game buddies.
I like to hang them nicely near my monitor. There's something
about having a physical object in your hands that feels like
it's part of this other world, that you are that person
in the game, finding your way among the hills. My cloth Ultima
maps are worn from use, and they set the standard for maps
to come.

But maps aren't just for RPGs. My favorite useful maps have to be from Red Baron. This game wins for best stuff
in a box. Super juicy spiral-bound manual, with full color
prints of the planes. And six, yes six, big heavy paper maps
of the battle areas. On the hardest level, you had to fly
your plane using these maps and looking for objects on the
ground to spot your location. I was a World War 1 flying
ace, doing it the right way.

When we made Redguard, back in 1998, I decided we needed
a map for the game. We had a nice island that could be done,
and I knew this was something that would make players happy
and feel more a part of the world. So we made this old looking
heavy paper map that felt very authentic. But when it came
back from the printers, it looked, well, new. Too new. So
I set mine on fire. And kicked it around the parking lot.
Now it looked authentic. Miraculously, I convinced our President
to let me set them all on fire. Yup, we put all the
folded maps on a few giant palettes, took a blow torch, and
burned the facing edge of all the maps. I cannot claim total
responsibility, since the company had used the same process
on inserts for Arena a few years previously. Anyway, if you
bought an early copy of Redguard, you have an official "burned
by Bethesda" map. We did get a few complaints from boxes
smelling like fire and the ashes from the map getting on the
CDs.

Obviously when it came to Morrowind, we had to have a map,
and I assume if you're reading this, you have it. It's big,
it's colorful, and it's unbelievably detailed (not the game,
the map
but I think the game is too). Every time I look
at the map I like to pretend it's one of those maps you get
at Disneyland that shows your where the rides are, but crazy
demons have taken over. Really, look at it again, Ald-Ruhn
is Space Mountain.
Half the reason we make expansion packs is so we can make
more maps. Because we have the best cartographer in the world
working for us, Mike Wagner. This guy makes maps that could
be in Where's Waldo. Mike plays the game, while looking at
the editor, and hand draws every rock and tree. He's
absolutely insane. He sees a tree in the game, he draws it.
There are thousands of them. I think we're cool for hand placing
every rock and tree in our game, but the guy who comes by
later and then draws them all, well, he's my hero.

Not only does Mike create all our boxes, manuals, and websites,
he draws every rock and tree in our game! He puts little Xs
on the map or other secrets to show you where cool things
are. With Bloodmoon, I think it's our best map. The game is
just the right size for a map that can show tons of detail,
more so than Tribunal's map, which could only show a city,
because so much of it was underground.
After Mike has drawn the map, it's scanned into the computer,
so it can be colored. You'd think after you drew every single
tree and rock, you may skimp on the coloring step. You'd be
wrong. My hero Mike, colors every single tree individually.
Then he paints the grass layer across the map, followed by
the snow. Finally the map is given to the design team, who
decides on any changes, and decides on what should be labeled
on the map. This goes through a few revisions. We want to
be careful and label areas of interest without spoiling quests.
Ultimately, even though the map rules, we never want the player
to rely on it in game. It can help, but it can never be the
solution to an in-game problem.
So have a look at the map for Bloodmoon, we hope it puts
you further into the world of The Elder Scrolls, and shows
you some cool places to visit. Oh, and don't forget to send
Mike a nice thank you note.

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