Tag: morrowind directions

  • The Worst Video Game Maps for Navigation If You Only Had a Tatty AA Road Atlas

    The Worst Video Game Maps for Navigation If You Only Had a Tatty AA Road Atlas

    Picture the scene. You’ve grabbed a crumpled AA Road Atlas from the rack beside the Lucozade at your local Tesco petrol station forecourt. It cost £3.99, was last updated in 2007, and has a coffee ring on the Midlands section. Now imagine using that as your sole navigational tool across the most notoriously labyrinthine video game worlds ever designed. No HUD. No waypoints. No minimap in the corner. Just you, a spiral-bound book of British B-roads, and a growing sense of existential dread. These are the worst video game maps navigation situations you could possibly find yourself in — ranked for chaos, comedy, and genuine psychological damage.

    Comic book illustration of worst video game maps navigation confusion with AA road atlas in Dark Souls setting

    Dark Souls – Lordran: Where Roads Go to Die

    Lordran is not a place. It’s a riddle wrapped inside a curse wrapped inside a fog gate. The geography of Dark Souls is famously interconnected in ways that make absolutely no sense until your third playthrough, when you suddenly realise Blighttown is basically underneath everything else like a festering basement nobody wanted. Trying to navigate this with an AA atlas is a bit like trying to find the M6 by reading a menu from a Wetherspoons. Technically both are documents. Neither will help you here.

    The AA atlas does roads. Lordran does not do roads. Lordran does crumbling ledges, bonfires with no postcode, and shortcuts that only reveal themselves after you’ve fallen off a cliff forty times. The only useful parallel is that both the atlas and Lordran will make you feel genuinely lost in ways that seem personal. Chaos score: 9/10. You will cry. The atlas will not.

    Morrowind – Vvardenfell: Here Is a Vague Direction and Some Vibes

    Morrowind is, historically, the game most likely to hand you a quest and then just say “head north-northeast from Balmora, through the mountains, past a suspicious egg mine, you’ll smell it eventually.” This is basically the same energy as a handwritten note from someone’s nan that says “turn left at the big tree.” Charming. Completely useless.

    The AA atlas at least has an index. Morrowind’s in-game paper map has artwork and atmosphere but communicates approximately nothing about actual scale, terrain gradient, or the fact that the Grazelands look identical in every direction. Stick pins in the atlas randomly and you’d have roughly the same success rate as following a Mages Guild questline. Chaos score: 10/10. Iconic, beautiful, utterly incompatible with navigation as a concept.

    Just Cause 3 – Medici: Big Island, Zero Reason to Be There

    Just Cause 3 gives you an enormous map of a fictional Mediterranean island and then fills it with military bases, fuel depots, and chaos opportunities every forty metres. Navigation is largely irrelevant because Rico Rodriguez has a grappling hook, a wingsuit, and an attitude problem. You don’t navigate Just Cause 3. You explode towards things and hope for the best.

    The AA atlas would be magnificently useless here. It doesn’t cover Medici. It doesn’t cover any fictional islands off the coast of Italy. The closest it gets is probably a ferry terminal in Portsmouth. You’d spend the first twenty minutes cross-referencing coastal roads near Dorset before accepting the truth: this game was never going to cooperate. Chaos score: 7/10. Mayhem makes navigation moot, but the atlas still fails with flair.

    GTA San Andreas – San Andreas State: A Motorway Problem

    San Andreas has three cities, a desert, mountains, farmland, and a stretch of countryside that functions exactly like the bit of the A303 near Stonehenge where you’re not sure if you’ve missed a junction. The scale is vast. The road network is surprisingly coherent. And yet, the AA atlas is still a disaster here, because San Andreas roads don’t correspond to any known A-road naming convention and the atlas has a confident section on the M25 that does not apply.

    There’s a particular cruelty in the fact that San Andreas almost looks navigable with a road map. The grid of Los Santos, the single highway through the desert. You’d get confident. Then you’d miss the turning to Mount Chiliad, end up in a swamp, and the atlas would flip open to a page on Shropshire. Not helpful. Chaos score: 6/10. The false hope makes it worse than Morrowind.

    Elden Ring – The Lands Between: No Roads, Only Vibes

    FromSoftware clearly sat down after Dark Souls, thought “what if the map was even bigger and also mostly just called ‘here be dragons’ in every direction,” and produced Elden Ring. The Lands Between is enormous, gorgeous, and absolutely wild with hidden dungeons, crumbling towers, and underground sections that appear to be set in a completely different world that nobody told you about.

    The AA atlas would at least reassure you with the presence of familiar place names. Cirencester. Wolverhampton. Things that exist. Elden Ring offers you Leyndell, Royal Capital, and a burning tree the size of a small county. Page seven of the atlas covers the Peak District beautifully. This does not help. Chaos score: 10/10. Same energy as Morrowind but with more horse.

    The Real Reason This Matters (Besides the Laughs)

    There’s a reason these games became legendary partly because of their maps. Game design commentary on the BBC has long noted that player disorientation, when handled brilliantly, creates genuine investment. When you finally figure out where you are in Lordran or crack the geography of Vvardenfell, it feels earned. That’s not an accident.

    The AA atlas joke lands precisely because those games were designed to resist easy orientation. They reward patience, scribbled personal notes, and a willingness to get completely, utterly lost. Which is also, incidentally, the experience of driving through Birmingham with a 2007 road atlas. Some things transcend medium.

    Final ranking for worst video game maps navigation disasters: Morrowind and Elden Ring tied at the top (poetic, useless), Dark Souls a close third, GTA San Andreas lingering in fourth with its false confidence, and Just Cause 3 at the bottom purely because at some point you just grapple-hook over the whole problem and stop caring about maps entirely. Respect that energy, honestly.

    Frequently Asked Questions

    What are the hardest video game maps to navigate without a minimap?

    Dark Souls and Morrowind are widely considered the worst offenders. Both games deliberately obscure their geography, with Morrowind famously giving players vague verbal directions instead of map markers. Elden Ring also deserves a mention for hiding entire underground regions that don’t appear on the main map at all.

    Why does Dark Souls have such a confusing map?

    Dark Souls uses a vertically layered world design where areas loop back on themselves in unexpected ways. FromSoftware built Lordran so that shortcuts only reveal themselves after you’ve already explored the long route, which creates an initially disorienting but ultimately satisfying geography. Many players find it genuinely easier once they sketch their own maps on paper.

    Did Morrowind really give directions instead of map markers?

    Yes, absolutely. Morrowind’s NPCs gave quest directions using compass bearings, landmarks, and rough distances rather than placing markers on your map. This was a deliberate design choice that made exploration feel more authentic, though it also meant getting lost was a frequent and occasionally infuriating experience.

    Is Just Cause 3 actually hard to navigate?

    Not really, which is part of the joke. Just Cause 3 hands you a grappling hook, a wingsuit, and a parachute so early in the game that traditional navigation becomes almost irrelevant. The map is large but the tools make traversal so fast and chaotic that you rarely need to read it carefully.

    What video game has the best map design for players who get lost easily?

    Breath of the Wild and its sequel are often praised for clear, explorable map design, while Spider-Man (PS4/PS5) uses New York’s familiar grid to help players orient themselves quickly. For newcomers to open-world games, these are far gentler introductions than anything FromSoftware has ever produced.