There don't seem to be many posts here discussing much in the way of mapping theory, and it is something I enjoy discussing. In anycase, I figured I'd post something I'd been thinking about lately.
I've been working on a design for a urban map. This doesn't only apply to my map of course, but it's how I came across the quandry. If you're map takes place in a city, a modern western city not in a state of war, how do you logically obstruct players from going down every road? Take for example one city block.
[Blocked Image: http://www.existence2.com/dranore/ol1.gif]
If you look above you'll see the block itself in black. The surrounding square of road in white, and all of the continuances of roads in green. Now the map I'm working on is larger than one block of course, but just as an example. There are, for this one block 8 different roads that I'd need to obstruct in some way that doesn't make the player go, "That's rediculous. I wanna go down there."
Within the construct of a fictional realm there are many ways to do this. In a situation where war is present, you can have all kinds of debris, from abandoned vehicles, destroyed building parts, etc. You can also have roads and paths destroyed by the "enemy." In scifi you can have bizzare corridors and really create a path that works for you with disreguard for the realities of designing for that enviorment. A game based, at least in look, on reality has more constraints. Expecially in the manmade realm where we've imposed order, and an order that is somewhat predictable. Nature has the same benefits as scifi in that you can build paths and chaoticly meander about without anyone really noticing as it actually the reality of nature.
I've been strugling coming up with ways to control my players movments. A few things I've thought of.
Roadwork/Construction - One, two, maybe three roads could have this done to them if you really wanted to push it.
Emergency Blockades - Fire trucks, police blockades, what have you. This isn't really appropriate for my situation, but works in the modern realm conceptually.
Unusually Shaped Blocks - In a situation where you have multiple blocks you can cut a few out by extending a blocks length and or adjusting it's shape.
Natural Obstructions - Certain elements in nature define the way we plan cities in general such as rivers and seas. If the block is located next to one of these then it eliminates those sides. But this only works for a specific area. In a related note, sudden elevation changes can concivably be used to wall in certain areas.
Subterranean Road System - You can have roads go down into dark tunnels the player can't really enter. It's kinda cheap, but most people will accept it.
The problem is even with all of the things above... in a multiple block situation you will clearly run into some issues. You could have a REALLY busy one block situation and use all of those and probably cover blocking all 8 roads... after all there can't be alot of reasons you'd logically be confined to one block anyways unless there was something fairly important on that block. Anyways. I'm rambling and I realize it.
I don't want this thread just to be about my own concerns, though I apprecaite any thoughts you have that might assist me. Please feel free to post any thoughts you have on the subject of controling where players are allowed to go. Thanks for your time.
-Dranore