Keeping the Map Foggy
In some video games, such as Zelda and Yakuza, the unexplored regions of the map are cloudy until you visit them. The real world used to be more like that: Columbus sailed into the unknown (and never reached his intended “there”) and you couldn’t know what was around the riverbend until you went around the riverbend. Some mapping apps now offer the chance to recreate that experience by masking regions of the map until you set foot in them. Check out one example, Fog of World, which promises us the chance to “experience a richer life”, then discuss with your team: can limiting easy access to knowledge really enrich our experience of the world? If so, what else should we keep “foggy”?
Key concepts
- Fog of War
- A term from military strategy borrowed into game design: unexplored parts of the map stay hidden in cloud, making a world feel large and alive because you can't see all of it at once.
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Every work — at a glance
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Fog of World (app)
A real phone app that blankets the map in game-style 'fog of war' and clears it only where you've physically walked — betting that not-knowing is a feature, not a bug.
What to know
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01
Discovery needs ignorance to work: the feeling of finding something depends on not having already seen it — so an app that hides the map isn't withholding value, it's restoring the gap that makes arrival a reward, not a confirmation.
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Across subjects
Theme connection
"Are We There Yet?"
Practice — a sample
SCIA map that reveals everything at once is LEAST likely to feel —
- A Thrilling to explore
- B Strangely dead
- C Fully known
- D Already finished
- E Quite short on mystery
Sign in to answer and see why each option is right or wrong.
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