It depends on the game. My current game is mostly about a journey, so I don't have map screens. All locations connect logically to each other, and it's also fairly linear so the places in act 1 are not available in act 2. If all (most likely around thirty when it's done) locations were available at any time, I'd be a fool not to use a map of some kind or I'd bore my players to death (even with the double click on exits to skip walk animation system I use).
DOTT (an excellent example of good design) has no map beacuse the geography is compact enough for it not to need one. As has been mentioned, Indy needs a map beacuse of the distances. The only way to avoid it would be to make a very linear game.
Adding locations as filler space is likely to be a bad idea. Even with something as good-looking as the Syberia games there were many complaints about the unused screens. (Also note that the Syberia story, being about a journey as it is, also is linear. Imagine having to run back and forth between all locations there!) What you gain in immersion is quickly lost when the game control becomes tedious.
So the decision to have a map or not should not be based on a poll "do you like maps?" but on the core game design. A map is not only a handy short-cut, it can also give a larger sense of space.
DOTT (an excellent example of good design) has no map beacuse the geography is compact enough for it not to need one. As has been mentioned, Indy needs a map beacuse of the distances. The only way to avoid it would be to make a very linear game.
Adding locations as filler space is likely to be a bad idea. Even with something as good-looking as the Syberia games there were many complaints about the unused screens. (Also note that the Syberia story, being about a journey as it is, also is linear. Imagine having to run back and forth between all locations there!) What you gain in immersion is quickly lost when the game control becomes tedious.
So the decision to have a map or not should not be based on a poll "do you like maps?" but on the core game design. A map is not only a handy short-cut, it can also give a larger sense of space.