Summary
- Maps in games like Miasmata, Pathologic 2, and Elden Ring are designed to mislead players, leading to confusion and challenges.
- These games treat maps like unreliable narrators, forcing players to question, doubt, and navigate through treacherous terrains.
- The deceptive maps in games like Death Stranding and The Witness hide crucial details, requiring players to adapt, learn, and not blindly trust them.
Sometimes, the most dangerous thing in a video game isn’t a boss fight or a booby trap. It’s the map – specifically, the kind that lulls players into a false sense of clarity before gleefully leading them into confusion, ambushes, or existential despair.
In a genre built around exploration and navigation, these games treat maps like unreliable narrators: half-truths scribbled by madmen and riddled with omissions, distortions, or just straight-up lies. But that’s the fun of it. These are the worlds that make players doubt the lines, question the landmarks, and second-guess every step. This isn’t necessarily a bad thing either. Sometimes, being lost is part of the design.
Miasmata
Miasmata Doesn’t Care About Your Sense Of Direction, And Honestly, That’s On You
The map in Miasmata works the same way a real map would if someone dropped the reader in the woods with no GPS and told them to figure it out with a compass and some wishful thinking. Nothing is marked until players triangulate their position manually using landmarks and line-of-sight calculations. That little dot that shows where the player is? Yeah, it doesn’t show up unless it’s earned.
Set on a seemingly deserted island filled with lush, deadly flora and a slow-burn sense of dread, Miasmata strips away modern game conveniences in favor of a cartographer’s nightmare. Slopes seem safe until the terrain yanks players down into a ravine, and what looks like a shortcut on the map usually ends with slipping into a fever-dream hallucination. Every step requires planning, and every “discovery” feels earned. This isn’t a game about following a path; it’s about making one, then realizing it was the wrong one three hours later.
Pathologic 2
The Map Lies, But So Does Everyone Else
The city in Pathologic 2 changes without warning, which makes trusting the map feel like a rookie mistake. Buildings on the map stay in place, but their function doesn’t. On one day, a grocery store can be a safe haven. The next, it might be boarded up and rotting from plague. Locations of critical quests are often shown with symbols that mean nothing until players decode their significance through sheer repetition and dread.
But the most sinister thing about the map in Pathologic 2 is that it gives the illusion of stability in a world that’s actively falling apart. The town’s layout becomes a character in itself, mutating alongside the player’s unraveling mental and physical condition. Neighborhoods become unrecognizable not because the streets move, but because time and trust erode every mental landmark. The map may look honest, but it never keeps up with the reality on the ground, and that’s exactly the point.
The Witness
The Game Is A Puzzle, And So Is Its Map
There’s no legend, no quest markers, and no helpful NPCs pointing out areas of interest in The Witness. There is just a vibrant island packed with puzzle panels and environmental riddles, all loosely connected through ambiguous geography. The map, if players can even call it that, is just a vague understanding of regions connected by winding paths that loop back in on themselves like a maze drawn by a philosopher.
The real deception is in how the island hides entire mechanics in plain sight. Certain pathways only make sense once players understand that the environment itself is part of the puzzle. A hedge might not just be a hedge; it could be a shape or a clue, or it could simply be nothing. The result is a map that betrays traditional expectations, where players don’t even realize they’re being misled until they’ve walked past the solution twenty times.
Death Stranding
This Game Wants You To Suffer, But It Wants You To Do So Elegantly
At first glance, the map in Death Stranding looks generous. It offers elevation data, paths, markers, and even predictive tools for terrain traversal. But then players actually try to use it. A straight line across a ridge may look like the shortest route, but it might turn out to be a rock-climbing nightmare that drains every ounce of stamina. Rivers may appear crossable until they sweep Sam downstream, along with all the precious cargo he was supposed to deliver intact.
The map isn’t wrong so much as it is misleading in its simplicity. It hides micro-topography, like jagged rocks and ankle-snapping inclines, behind a smooth-looking overlay. Combined with BT zones and timefall that alters landscapes mid-journey, players are forced to stop relying on visual shorthand and start reading the world with their feet. Planning becomes an obsessive ritual, and when a route finally works, it’s not thanks to the map; it’s because players learned not to trust it.
Elden Ring
The Map Gives Players Just Enough To Die Confidently
FromSoftware’s idea of a helpful map is one that shows terrain, roads, and cryptic icons with no explanation. Elden Ring makes most players feel like archaeologists, squinting at vague symbols and trying to guess whether they point to treasure or to a boss that can crush them in one hit. The map doesn’t update in real-time either. Places players have been remain unmarked until they manually plant a beacon, and even then, there’s no way to track which areas have been fully explored.
The real trick, though, is how the world itself shifts in ways the map never accounts for. Hidden regions like Nokron and the Haligtree aren’t even visible until players meet obscure requirements. And then there are areas like Deeproot Depths that seem to physically contradict the geography of the Lands Between. The map offers a sense of structure that evaporates the moment a hidden teleporter throws players halfway across the continent. It’s a cartographic confidence trick, and it works brilliantly.