Week 3: Shortcuts, not signposts
Interconnected shortcuts and soft visual guidance as the same argument — the geography teaches without a minimap or a quest arrow
8 March 2027
A shortcut only earns its name in a map that folds back on itself, and a level only earns the right to skip a minimap if its architecture can guide a player by itself. Put a signpost over either one and you’ve admitted the geography failed. Firelink Shrine’s hub-and-shortcut design and the genre’s refusal of a quest arrow are the same design commitment seen from two angles, and the full argument — light, bonfires, corpses and distant landmarks doing the guiding a UI layer would otherwise do — is in Level design as argument.
The argument#
Most genres solve “where do I go” with a screen: a full-map overlay with markers, the kind Metroid Prime hands you almost immediately, converting exploration into fog-of-war clearing against a layout you can already see in miniature. Dark Souls refuses that screen entirely, betting the whole argument on architecture instead — which is a bigger bet than “no minimap” sounds like, because it means every route has to teach its own shape through what a player can see and feel walking it, with no fallback if the teaching fails.
Hollow Knight is the useful middle case, because it doesn’t refuse a map outright — it makes the map diegetic instead. You buy blank paper from Cornifer and fill it in by hand, one room at a time, and even once it exists it won’t show your live position without a specific charm equipped. The map returns, but only after being demoted from “answer” to “artefact you have to earn and still interpret,” which is close to what this week’s soft-guidance argument asks of light, bonfire glow and corpse loot: not the absence of information, but information that still requires the player to look.
Outline#
- why a shortcut is meaningless in a level that only ever runs forward
- Firelink Shrine as hub: verticality teaching the world’s shape before any map screen does
- Metroid Prime’s full-map overlay as the genre convention this course’s approach refuses outright
- Hollow Knight’s diegetic, hand-filled map as a middle case worth testing against the same standard
- soft guidance without a minimap: light, bonfire glow, corpse loot, and the distant landmark planted before its route exists
- why a redesign that only rearranges icons hasn’t actually engaged this week’s argument
- this week’s workshop: hand-drawing a micro-dungeon with real shortcut loops, then redesigning a cluttered map screenshot using visual highlighting alone
Into the session#
Pick one area from any Souls-like you remember well enough to sketch from memory — don’t look anything up. In the session you’ll hand-draw a micro dungeon with at least two shortcut loops, each one a connection a player would have to earn by walking the long way first, then redesign a cluttered map screenshot using only lighting, colour and composition — no new icon, arrow or label allowed.
Teaching team
- Marisol Quaye — convenor