Ghost of Tsushima features a large open-world, yet there is neither a mini-map nor a compass to be found. Image from the Ghost of Tsushima press kit by Sucker Punch / Sony Interactive Entertainment.

How Ghost of Tsushima Uses Visual Cues To Guide Players

Sucker Punch guides players through a massive open-world, without the need for either a mini-map or a compass

Jacob Bergdahl
5 min readMar 5, 2021

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There’s no doubt in my mind that my face featured a look of determination as I ventured into a small patch of grass with my charming pal Charmander by my side. I’m somewhere around eight years old, and I’m exploring my first video game world without the slightest idea of the journey ahead of me. The world of Pokémon feels vast, yet Ocarina of Time’s Hyrule Field, which I would get to experience shortly thereafter, would be even grander.

Alas, the worlds that felt massive to me as a child are now standard procedures. Video game worlds have grown massive in the last decade of gaming, which has come with a plethora of pros and cons. Today, I would like to zero in on one particular piece of game design: navigation. In big game worlds, players need help to find their way around.

Video games with massive open worlds typically feature a mini-map that helps players find their way around. A mini-map is a small version of the world map that is shown on the player’s screen near-constantly, usually in a corner. It serves several purposes. Most importantly, it shows the player how to get to their next objective, but it will also…

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